![3ds max render to texture 3ds max render to texture](https://evermotion.org/files/publications_images/slider__0227_2.jpg)
You can move the Cage vertices manually in Projection Modifier's sub-object mode, and/or you can adjust it using the Push settings in Projection modifier's Cage rollout. You will need to adjust your Cage so that it covers your high-poly, reference object. Red picture indicates missed normals during ray-tracing/ray-casting. Your Projection Cage should completely cover the high-resolution mesh. Your low-resolution mesh should have Projection Modifier applied and 'Pick" the high-res version as its reference geometry. Your high-resolution mesh can be slightly bigger. Both objects should be aligned and positioned as close to each other as possible as if they were completely overlapped. Is the lower plane the low-resolution mesh? What do you mean by higher and lower? It's hard to understand which object is which based on your post. It will open the Render-to-Texture window and set everything as the image follows.Hi. Select "Advanced Lighting" and on the Select Advanced Lighting Rollout Select "Light Tracer" On the "Assign Renderer" rollout, make sure "Production" is set as "Default Scanline Renderer" After done, Create a Skylight:Īfter that, press F10 to open "Render Setup". At first, do your model, texturise it and finish your model, make everything as normal. It is a realistic shadow maker, in other words, and we will use it to make soft and realistic shadow detais on our model.ĭiffuse (Basic) Texture with shadows baked on it. Baking the scene shadows and ambient occlusion into the texture using Render-To-Texture.Īmbient Occlusion is a shading system that uses the scene light and the indirect illumination of the scene objects to generate shadows. Painting shadow details by hand in the texture using Photoshop.īut that really is not the best option, as the process is complicated, boring and seems unrealistic. So you have one option to contour it, that is: In other words, that technique posssibly will not shade details from your scene. So if you have a low-poly model, with a BIG space between a vertex and another, the MAX will shade the areas between one vertex and another, and nothing in the middle. Set the lights onto your scene and use Radiosity to paint the shadows with Vertex Paint, just like shown here by ParoXum:īut with that method you can't shade everything, as MAX "paints" the shadows on the model vertex. That happens because GTA do not export the shaders (as the shaders are from 3dsMAX perspective viewport) as it exports the model and textures, The images shown here are only for educational purposes, and not a critic.) BTW, i don't want to undervaluate any work from here.
3DS MAX RENDER TO TEXTURE MOD
(House images are from " ", GTA examples are from respective mod topics from GTAForums.
![3ds max render to texture 3ds max render to texture](https://i.ytimg.com/vi/hfjztpVc4ik/maxresdefault.jpg)
You certainly noted that by playing some MOD. See how the models looks funky and completely flat and unshaded. Just because in 3dsMAX scene is already shaded, you will do your modĪnd save it to GTA format thinking that your model in the GTA will be like that:īut actually, when you put your model into the GTA and test it, that is how your model looks like:Īnd so many other exemples. Let's imagine you want to do a new house for your mod. Outside Link#1: Baking a Flawless Normal Map Using Render-To-Textureįeature #2: Baking Ambient Occlusion and easily shade your model. Killing Polygons from a model, and still with same result Render to Texture is a way to extract detail from a Normal Map, Just like NVIDIA Photoshop Plugin does with textures. The NVIDIA Photoshop plugin bakes normal maps from a texture, not from a model. "Duuuh, i can simply use the NVIDIA Plugin to do the Normal Map" If you try to do the same thing by hand, you might spend hours, or even days with it. Right: A simple low poly Cylinder Primitive.Īs you can see in the image, the Render-To-Texture virtually transfered all details from HighPoly model to a Low poly model, without even adding to this model a single polygon. You can gather any information from a model and convert it to a Bump or a Normal Map.įigure copied from (BTW, it is also a great tutorial to see, i highly recommend you to read) The tire on the video, and transfers that information to a map, or a texture. It copys information from a model and a scene, like
![3ds max render to texture 3ds max render to texture](https://i.pinimg.com/236x/2d/1c/ff/2d1cffaa7f5863dea532f42d3c4ddef3.jpg)
If you saw the video, you got a simple idea what Render-To-Texture does. It shows how you can transfer the details from a Hi-Poly model to a low poly model, just using the high detailed model to bake a Normal Map to the low quality model and then, every detail the high quality model has is transfered to a simple poor detailed model. Here i will compile some tutorials about Render to Texture.Īt first, what is Render to Texture and what it does?įeature #1: Accurate Normal and Bump Maps.