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Old 2014-06-28, 15:18   #41
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

I tried to make the normal map from the high poly M9A1 following this tutorial, but as soon as I pick one high poly model as reference geometry, it goes like this :



Any idea of what could be the reason of this ?
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Old 2014-06-28, 16:43   #42
Psyrus
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

That looks like your cage? Maybe I'm missing something but the cage is very normal
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Old 2014-06-28, 17:19   #43
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Ok nvm, the result seems alright. It just takes this weird shape right after I add all the high poly objects so I wondered ...

How do you import a normal map in the Materials for 3ds max 9 ? I know it's pretty useless to do this for PR, but I'd like to test my normal map on the low poly model, just in case.
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Old 2014-06-28, 17:33   #44
Psyrus
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Marmoset toolbag works, or you can just get a shader that does normalmaps decently.
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Old 2014-06-28, 17:54   #45
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

I must say I'm a bit stuck here, so I suppose it comes from the following thing, but I have the feeling I'm missing something bigger :

Why do I get this black background ? I'm pretty sure I'm not supposed to have it, am I ?

http://i.imgur.com/Zktd90x.jpg
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Old 2014-06-28, 18:53   #46
Psyrus
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

It comes from your bake settings in max, check the background color that's set in your baking properties
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Old 2014-06-28, 19:24   #47
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Quote:
Originally Posted by [R-CON]Psyrus View Post
It comes from your bake settings in max, check the background color that's set in your baking properties
Something I can find in the Render to Texture sub windows ?

But there gotta be something terribly wrong :



The cage embraces all the high poly models as it should, I pick them into Reference Geometry, I press Add, and then ...

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Old 2014-06-28, 19:35   #48
Psyrus
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Press "0" to bring up the projection settings.



Edit: And you should be working with an editable poly, not an editable mesh as the base.
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Old 2014-06-28, 21:11   #49
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Quote:
Originally Posted by [R-CON]Psyrus View Post
Edit: And you should be working with an editable poly, not an editable mesh as the base.
The editable mesh comes all alone when I importe it.
I actually import the low poly model to a max file where I already have the high poly model in the scene (that's how I bring the low and high poly models together). I export it in .3DS, maybe I should use something else ?

EDIT : NVM, I just discovered I could convert the base to edit poly.

Edit 2 : Didn't help still glitchy as f

Quote:
Originally Posted by [R-CON]Psyrus View Post
Press "0" to bring up the projection settings.

Are you actually using 3ds max 9 ? Because there's no such a thing in my software.
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Last edited by KaB; 2014-06-28 at 21:45..
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Old 2014-06-29, 04:55   #50
Psyrus
Retired PR Developer
Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Quote:
Originally Posted by KaB View Post
Are you actually using 3ds max 9 ? Because there's no such a thing in my software.
Sorry, no, I'm using 2014 because I'm not modeling for PR:BF2

What you can do, is render to PNG, which will make the background transparent, then fill that with the neutral blue tone that is on most normal maps... although that works too if you just do it with the black background too.
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