2014
Digital Tutors
Joshua Kinney
01:05:00
English
Video games are highly reliant on special maps like normal maps, ID masks, and ambient occlusion maps.
So in this series of 3ds Max tutorials we'll discuss map baking techniques for games in 3ds Max. We'll first cover the basic workflow for baking maps in 3ds Max. So to begin, we'll talk about why we need to explode our meshes and how to begin setting up materials for our ID mask.
Then we'll learn how to properly set up a projection that will gather our high poly detail and bake it into our maps. After that we'll learn about how to set up a scene for baking an ambient occlusion map. Finally, we'll end this 3ds Max training on how to overcome common errors in our bakes like waviness and normal map gaps.
Introduction and project overview 1 Introduction and project overview Watch it now 00:57
Preparing meshes for baking 2 Preparing meshes for baking 04:22
Setting up the ID masks 3 Setting up the ID masks 07:05
Baking normal maps and ID masks 4 Baking normal maps and ID masks 14:08
Inspecting our baked maps 5 Inspecting our baked maps 03:36
Baking ambient occlusion maps 6 Baking ambient occlusion maps 12:09
Fixing black gap errors in the normal map 7 Fixing black gap errors in the normal map 08:53
Fixing waviness in normal maps 8 Fixing waviness in normal maps 12:17
http://digitaltutors.com/11/training.php?pid=1894
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