Normal maps For skin texture, veins, scars, a normal map is perfect. If you need more extreme deformation use a displacement map. ZMapper Download here for
2.x
Use the best configuration
file.
Make a Polymesh3D or import a model ... subdivide. Store MT at level 1. Back up to highest level, work in PM to get relief detailing.
Go back to level 1 and create a normal map with these settings:
It will appear in Textures palette ... flip V.
Export to a bmp:
Switch back to morph target
Export mesh at level 1. Let’s take a look at the normal map in Photoshop:
In Max we get a material
Load MTNormalMap in the top slot ...
These default settings appear ...
The Diffuse map is set to a simple gray jpeg we made ... this determines the color we see in the viewport. The tangent space is our normal map, so we can see it in the viewport.
At the bottom is where we place the actual bump map.
In the bump slot we place a normal bump
Normal bump settings:
This shows the material map navigator on our material:
In the viewport:
The render:
Waiting as of early
June 2007 for an update ... can generate normal maps directly once
ZMapper 3 is released. Create a displacement map
Download and Load the NormalRGBMat material
Select the map
again ...
Zoom in to see the normal mapping ... looks like some issues with seams ... will work on that asap ... pressing on, for now ...
Note -- mental ray doesn't support DirectX 9 Shaders For scanline, use a standard material. Export the normal
map to bmp to see the preview in the viewport with the DirectX
9 Shader material. If you don't have a diffuse map, make a temporary simple single color bitmap, like I did below.
Like I said, some issues with seams that need to be fixed. Probably best to continue doing normal maps in 2.x, it is definitely faster.
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