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>> No.642240 [View]
File: 243 KB, 1908x1004, Render to texture 3dsmax.jpg [View same] [iqdb] [saucenao] [google]
642240

>>642232
3ds Max can do it with the following steps:
>light/bump/normal it the way you want it to be,
>unwrap uvw map and pack UVs, but DON´T collapse it (especially if the uvw made the textures look weird). save the uv coordinates to a .uvw file from the unwrap uvw UV editor file menu and then DELETE the unwrap modifier without changing anything else;
>Open the RENDER TO TEXTURE option in the render menu from the main toolbar: select 'use automatic unwrap' in the mapping coordinates submenu, add "complete map" in the Output submenu and then click on the 'unwrap only' button from the render to texture bottom menu. An 'automatic flatten uvs' modifier will be added to the object: this is just like the unwrap uvw modifier, but it doesn´t change the model! Click on the 'open uv editor' button and load that saved .uvw you created earlier. Now go back to the render to texture menu window and click on 'use existing channel' option in the mapping coordinates submenu. Go to the 'select element common settings' submenu and change the map size to 2048x2048 or 4096x4096, select the 'target map slot' to diffuse and the name and format of the upcoming texture you will create.
Press the render button in the 'render to texture' bottom menu to see the magic happening. Remember to use scanline or mental ray for this, as quicksilver doesn´t work in this process.

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