UPDATE 2018: 1) Do NOT use Mental Ray Renderer or shaders for baking. Instead, use Scanline renderer with Standard shaders. (It's quicker and produces smoother results) 2) The low-poly model looks much better with chamfered edges. 3) Adjust the smoothing group settings to minimize unpleasant hard shadow fall-offs and jaggety edges. 4) Strive to eliminate all 90-degree angles on corners and surfaces for both the high and low poly version. 5) Be sure the high poly version does not have maps applied to it during the baking process. Topics: 1. Make a low-poly model for a game that includes the normal, and diffuse map. 2. Create a high-poly version. 3. Transfer the detail of the high–poly version by baking out a normal, ambient/occlusion (AO), and a diffuse map. a. How to bake a normal map in 3ds Max 2016 At 13:54 point in video I show how [sometimes] you need to turn off the “Use Cage“ option found in the Projection mapping options in the Render to T
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