Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials(2)
Fox Renderfarm, the best render farm in the CG industry, still share with you the tutorial about using 3ds Max to copy a legendary Hemok of Apex Legends production tutorial from 3d artist Michael. And this is part two, for part one you can click here.
Next, it’s time to bake the normals. There are many ways to bake the normals. The introduction here is to use the Substance Painter to name the baked normals. First, the high polygon model and low polygon model must be named separately in 3ds Max. The parts of the model should be baked separately, and the models that are not adjacent to each other should be grouped to prevent the models from producing obvious black edges when they are baked. In terms of naming methods, the HPM and low LPM of the corresponding group must have corresponding names.
The low polygon model is exported in FBX format, and the high polygon model is exported in obj format. The high polygon model needs to be exported separately. On the one hand, the model may be difficult to export if the model is too large, and on the other hand, the normals will be modified in the later stage. In the process, you only need to modify the high polygon model of the corresponding part of the export, which can greatly save the export time.
The Substance Painter can bake two kinds of normals. One is the average normal. Check the Average Normals. The advantage is that the effect of the external seams is very good, but the disadvantage is that the internal structure, such as the suspension sheet, will be offset. Another type of vertical normal has the opposite result, so I rendered two normal maps and then combined them to form a new normal map.
Then I put the synthetic normal map in Substance Painter to check whether there is any problem with the normal, and if there is a problem, I quickly modify it. Then distinguish the colors of the high-polygon models in 3ds Max according to different materials, and then bake ID maps in Substance Painter to facilitate color selection and selection operations. After baking the normal and ID textures, you can bake all the other textures together.
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