Normal mapping
You
will need a low-res and a high res version of the
same model.
The
lo-res version should be smaller than the hi-res.
You should Unwrap UVW the model and apply a checker box to determine the quality
of the UV’s.



Align
the larger hi-res model exactly over the lo-res
one.

Lighting the hi-res model
Lighting
and shadows are critical to getting a good normal map.
Set up a lighting system that clearly defines your moedl, and unlike our usual
3 pt setup, put shadows on all the main lights. This will feed the
map good data.


This is the interface. First, set up your files to go where you want them, not the default max locations.

this material is “hot” 
also disable sub-object levels

Pick
the hi-res guy

enable it, and set as below:


normal map space world
close options ...

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make sure you do not hide your hi-res model, as the process requires it to be visible to project.
specify the resolution you want ... we want 128 for the test ...
target slot is bump
select output into
normal bump
now we go on to the larger/slower file ...
specify the resolution you want ... we want 2048 ...
target slot is bump
select output into
normal bump

a projection modifier will come on the lo-res model. you will have to adjust
the cage to encompass both models.
use reset to get the cage back around the lo-res model ...

... and use push to increase the scale of the cage to include all the shapes on the hi-res model:

at the bottom ...

the
render looks like our unwrap, as it should ...


now we get to apply this normal map to our lo-res model ...
in material editor there is a new map


examine this bump map ...
[note
– the additional bump is if you want to add a regular bump map]
click the normal
map we made to view ...

hit view image
... there it is ...

press the show in viewport icon [tiny box with checkers]
Now render from the viewport ...

Now add a standard skylight and make your final render.
