Hi there! I finally did “manual” retopology to bring down the polycount of a test game model that I made instead of relying on Zbrush’s automatic retopology. Although I seem to have succeeded in doing so (I made a low res 1K model from a 500K one), I have encountered a strange problem. When I use xNormal to view my new low res model with color map and a normal map, it looks just as good as the original super high res model:
The picture shows that I’m using the low res version and by using a color/texture map and a normal map, I got a pretty good result that looks exactly like the super high res 500K model. I made sure that in xNormal, I removed the super high res mesh and only included the low res version that I worked on as well as the two maps.
Here’s what the same model looks like in 3DS Max 2013, it isn’t pretty at all!:
In the Materials window, I used Standard. Then I placed a Bitmap containing my color/texture map and connected it to the Diffuse part of Standard. Next, I placed another Bitmap but this time with the normal map. I placed a Normal Bump and connected the Bitmap with normal map to its Normal. With those two connected, I then connected the Normal Bump’s Normal to the Bump in Standard. After that, I double clicked on Standard’s Bump and then I chose Maps in the window. I found Bump it in but it only had a value of 30 so I put it to 100. After that, I rendered a picture of the model.
Why is it that my model looks a lot better in xNormal’s viewer and it looks horrible in 3DS Max 2013? Am I missing something?
Here’s the process of what I did to make a low res model. Maybe you’ll see something that I did wrong which resulted in 3DS Max’s ugly model:
Creating a High Res Model:
- Sculpted a simple monster in Zbrush 4.
- Used Polypaint to paint it.
- Used Decimation Master to bring down the model’s polycount from 1 million to just around 500K.
- Exported the finished model as an OBJ file.
Creating a Low Res Model:
- Retopologized High Res Model in Topogun 2.
- Exported Low Res Model as OBJ file.
Creating UV Map:
- Imported Low Res Model into 3DS Max 2013.
- Used Unwrap UVW on it.
- Chose to Flatten the map.
- Picked Pack UV.
- Exported the Low Res Model with UV as another OBJ file.
Baking High Res Details to Low Res Model:
- Loaded the High Res Model into Topogun 2.
- Loaded the Low Res Model with UV into Topogun 2.
- Chose Bake and adjusted the “cage” so that the Low Res Model would cover the High Res Model.
- Chose to make a Normal Map.
- Chose to make a Color/Texture Map using vector color (or whatever it’s called).
- Clicked to start the baking process and waited until it’s done.
- There is now a color/texture map and a normal map in the folder where the monster is.
Viewing Low Res Model in xNormal:
- Loaded Low Res Model with UV in the low res mesh section of xNormal.
- Chose the Low Res Model with UV in the 3D viewer section.
- Loaded the color/texture map.
- Loaded the normal map.
- Clicked Launch Viewer to see my pretty model.
Viewing Low Res Model in 3DS Max 2013:
- Imported the Low Res Model with UV.
- Assigned the color/texture map to Bitmap which connected to Standard->Diffuse.
- Assigned the normal map to Bitmap which connected to Normal Bump->Normal which connected to Standard->Bump.
- Double clicked on Bump (from Standard->Bump) and clicked Maps.
- Changed the Bump value from 30 to 100.
- Rendered a picture and found a disappointing ugly result.
Anyway, thanks in advance whoever could tell me what’s going on and how to fix it. I’d really love it if 3DS Max 2013 can render my model the way xNormal shows it.