Mattiewagg Posted November 9, 2014 Share Posted November 9, 2014 EDIT: I'm using 3DSMax 2012 64-Bit I've been following Millenia's tutorial, and I've gotten to the point where you use the Projection modifier on your model and then render. My UVs are all set up properly, and collapsed into the model. I set up the projection so it looks like this: http://s13.postimg.org/uz8i33y9y/Screenshot_79.jpg I've looked around and it covers everything, all parts of my mesh. I press 0 to render, and set it up like so: http://s29.postimg.org/e92lcnrxi/Screenshot_80.jpg AND http://s21.postimg.org/qngg6gw86/Screenshot_81.jpg My Projection Options are set up like so, which (I think) is how Millenia had his set up: http://s30.postimg.org/6l66hoyxc/Screenshot_82.jpg But when I press Render, it shows everything RED: http://s27.postimg.org/9lqfcggw2/Screenshot_83.jpg Which means the projection isn't covering everything. But as far as I can tell, it is. Please, if you can help me with this, I would greatly appreciate it. I really want to finish my first model. Link to comment Share on other sites More sharing options...
Matth85 Posted November 9, 2014 Share Posted November 9, 2014 Red means ray missed.Do you got a high poly model? If so, is it placed on top of the low poly one? If nothing else, just tick of the "Ray Miss Check" box. Also, for models like this, I recommend Xnormal. Actually, I recommend Xnormal regardless of model. It's normal map algorithm is superior to the one 3ds max come with. Link to comment Share on other sites More sharing options...
Mattiewagg Posted November 9, 2014 Author Share Posted November 9, 2014 Red means ray missed.Do you got a high poly model? If so, is it placed on top of the low poly one? If nothing else, just tick of the "Ray Miss Check" box. Also, for models like this, I recommend Xnormal. Actually, I recommend Xnormal regardless of model. It's normal map algorithm is superior to the one 3ds max come with. OK. I'll just use XNormal then. How would I get the diffuse though, so I can begin that texturing process? Link to comment Share on other sites More sharing options...
Matth85 Posted November 9, 2014 Share Posted November 9, 2014 You make the diffuse yourself. On top of the UVW. http://cgi.tutsplus.com/tutorials/how-to-bake-a-flawless-normal-map-in-3ds-max--cg-925 Other than that, texturing is all practice. Develope your own workflow, your own techniques and just keep at it. Link to comment Share on other sites More sharing options...
Mattiewagg Posted November 9, 2014 Author Share Posted November 9, 2014 Ok. The whole projection thing was only for getting the normals then? How do I export the UV? Link to comment Share on other sites More sharing options...
Matth85 Posted November 9, 2014 Share Posted November 9, 2014 Normals and AO, yes. - Go under your UVWs.Right click - render UVW templateOr click on tools - Render UVW template - set width and Height. - I also set "seam edges" to white. Get it into Photoshop/GIMP and invert it. Set it to multiply as well. Then you're good to go! Link to comment Share on other sites More sharing options...
Mattiewagg Posted November 9, 2014 Author Share Posted November 9, 2014 Normals and AO, yes. - Go under your UVWs.Right click - render UVW templateOr click on tools - Render UVW template - set width and Height. - I also set "seam edges" to white. Get it into Photoshop/GIMP and invert it. Set it to multiply as well. Then you're good to go!Oh, thank you! Much appreciated. Link to comment Share on other sites More sharing options...
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