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First time posting here, been trying to fight this one on my own with the countless video guides and attempts..
I have been trying to get a nice clean complete map and or normal map for my 3d model wheel. My first 3d model fully created.
Hardware / software
3DS Max 2018 (shares 250gb SSD with photoshop 2018)
WIndows 10 Home Edition
PC: Custom built.
Gigabyte Mobo: AB350 Gaming 3
Ryzen 5 2400g
Gigabyte 1050 ti Windforce
Ram: Corsair 3200
PSU Corsair 750 .
I have been learning 3ds max for the last year.. I am able to modify premade models, and use them in some of my online gaming, but never made my own custom model, so never needed to create maps (ambient, diffuse, normal, etc..)
After a few attempts I have made my own custom complete wheel and tire model.
'
Current model 1 layer, with sub elements (tread, sidewalls, main rim, face, lugnuts, etc..)
File attached for download and troubleshooting .Max format. Low Poly and High poly is included.
I have been fighting 3ds max for over a wheel and countless tutorials on how to get a good clean map created and havent had any luck.
I have tried using multiple different settings, scanline, projection, arnold, quicksilver..
Many with HORRID results and then of course after multiple attempts, different videos with trial and errors, crashes, not responding with end processes, and even 1 uninstall / reinstall to the point of buggy startups,
I found this video tutorial.. High to Low poly baking Intro
that has gotten me close to what I am trying to achieve. Just not to what I need.
The following image is one of the default Normal Map textures (ANM.DDS game format) that is used in World of Tanks which is what I am using as a baseline result that I am trying to achieve or AT LEAST close to the same result..
My end result after countless tries and failures... this result was after following the above video tutorial linked above and probably the only decent result i got...
as you can see there are countless dark shadows, black outlines, many of the details are not even visible or very blurred. The only part of the rendering that turned out right was the main tread face of the wheel..
I have tried breaking down the wheel model via detach (no clone, not to element). and doing 1 piece at a time.. still getting horrible shadowing.. I tried several different colors and orange seems to be the best result for the medial details that did show good.
SO a few questions and hopefully someone can provide me with a successful setup and what settings, and or process I need to do to get a very similar texture map to the defualt green normal map..
- Can 3ds Max recreate a normal map that looks as good as the default green Normal map?
- If so, what is the correct process, settings, etc that will get this result?
- If Not then what program will give me the desired result that I want to create the closest match to the default green normal map?
- If you have downloaded and scrutinized my 3d model, what did i do incorrectly to get unsatisfactory results?
- What is needed to correct this issue to get clean and clear results that are close to the parameters of the defualt map?
If need be and willing to do so.. I'm happy to some $$ on a paypal.me if needed if someone could just provide me with the correct settings that i can save and use..
Hoping for some positive results.. after several months of watching countless videos, tuts, learning new stuff in 3ds max, I want to be able to continue the fun, but I'm to the point of giving up and losing hope :(...
Forgot to mention...
Unit setup is in centimeter.. 1 to 10 Ratio
Solved! Go to Solution.