Mapping in Modo
1.
First, load in both your high and low poly and
make sure they are in the same scene. (If you are coming from some other
program, then the will make new scenes for each new object you open up.) Make
sure to also name your meshes before making any moves so that you can tell them
apart.
2.
With your low poly selected press the “m” key
and you will see the following window. Name this material whatever you like and
hit ok.
3.
Once that is done hit the “shading” tab next to
“item lists” and select the new material you just made.(below) click the “add
layer” option and follow this route “Image Map > (new image)”.
4.
Under the effects section of the new image right
click and follow route “Surface Shading > Normal”
5.
After that is done right click on it and find
and option “Bake from Object to Texture” and click it. It will ask you to
provide a distance, just use a slightly smaller distance than the information
provided below. Once that is done it will start generating your normal map.
Exit the render screen when it’s done.
6.
Now while still in the shading tab with your
material selected click “add layer” again. Follow path “Render Outputs >
Lighting > Ambient Occlusion”.
7.
A new “Ambient Occlusion Output” will be created.
8.
Select it and click on the render button on your
taskbar. Find an option “Bake from Object to Render Outputs”. Once again it
will ask for a distance, just follow the previous steps for this. click ok and
it will start generating your ambient occlusion map. (Important Note: if you
hit ok and it gives you the error message saying that no UVs are selected. Just
click on the normal map selection that we made earlier and click back on the
ambient occlusion output. This should fix the issue and allow it to work.)
9.
When the render window pops up change the output
at the top to “Ambient Occlusion Output” as shown below.
10.
Finally in the render window you can save the
maps you just created using the scrolling selection at the bottom till you find
the map you want and hitting “save image”.
Mapping in xNormal
1.
If coming from a different program use the max
icon at the top left of the screen. To “import” your files into the same scene.
2.
Have your low poly and high poly models sitting
in the same spot. Stacking them on top of each other as close as possible.
Otherwise this will cause errors down the road.
3.
Add a “Projection” modifier under the modifier
list (below) to your low poly model. After doing so you should see a blue cage
around your model as seen below
4.
Using the push modifiers (above) for the amount
and percent move the cage to fit the distance around the high poly model. Get
as close as you can while still covering the whole of the high poly model.
5.
Once you are satisfied with the cage, export
your high
and low poly models out as “.obj” files separately. (easy way
is to select your object and export selected.)
6.
Once this is done open up “xNormal” and you
should see the following.
7.
Using the icons on the right side for high and
low definition meshes, place your corresponding meshes into the locations by
dragging and dropping or by right clicking and hitting add mesh.
8.
Once that is done click on baking options.
9.
Red area is your file name and location as well
as the size of the file you want to produce. Green is the padding you want to
keep this at a low number if it is not already so that the maps don’t have
overlapping areas. Blue is where you have the choice of what type of map to
render (I suggest doing one map at a time in case of complications.)
10.
Finally click “generate maps” and a window will
pop up with your map as its being generated. You can change the type of map in
the blue area from the previous step.