Normal maps

For skin texture, veins, scars, a normal map is perfect.

If you need more extreme deformation use a displacement map.

ZMapper
You need ZMapper which as of this June 2007 is only for ZBrush 2.x.

Download here for 2.x
http://www.pixologic.com/zbrush/downloadcenter/#zmap

Use the best configuration file.
The default 3DS Max7_TangentSpace_BestQuality.zmp file causes artifacts at the seams.
Download a better file here: 3dsmax8modifiedE.zmp.

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.

a

c

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.

The workaround for now is ...

Create a displacement map

 

Select the map
Alpha/Crop and Fill

  

Download and Load the NormalRGBMat material

 

Select the map again ...
Alpha/Crop and Fill again ...

Zoom in to see the normal mapping ... looks like some issues with seams ... will work on that asap ... pressing on, for now ...



Texture/GrabDoc to capture the canvas as a normal map

  

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.
DirectX 9 needs to be enabled.

If you don't have a diffuse map, make a temporary simple single color bitmap, like I did below.

 



To export both mesh and texture to work with 3ds flip the map vertically.
Menu/Texture FlipV. Then hit export and save it as a bmp
Menu/Tool Export to obj

Max
Import your obj

In Material Editor apply a Normal Bump to the bump map slot.

  

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.