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Making of Paragalis – part 2

“Making of Paragalis – part 2 ” by Marcus Dublin
Continuing work on the normal overlay, I took the mask that I created for the texture and copied and pasted the new overlay onto the baked normal map. I then reduced the opacity of the overlay layer to 45%; this was done so that the skin maintains a subtle feel to it. I personally like bumped surfaces that don’t beat you over the head on how exaggerated they are, as I said before a little goes a long way! Now that the overlay has been applied to the baked surface, it’s time for me to re- normalize the map itself. I do this by running the Nvidia Normal map filter with the settings shown below, this will re adjust the vector values. I like to think of the previous step as the “Reset Xform” for Photoshop when it comes to normalmaps!

Step Thirteen: Applying the normal map
Okay, so it’s now time for me to put everything together and view it in 3dsmax! Here’s a brief quick start guide on applying the normal map within 3ds max:

And that’s it, you should be able to view the mesh with the maps applied within the view port or you can render it. “Special note” the model may not show up properly at first depending on your video card. One thing that works for me is to hit “Zoom extends all” and then go back to my perspective view port!

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