You needs to have exactly the same worth pertaining to both U as well as V parameters and then for both the particular alpha map as well as the normal map.
Switch in face mode, select almost all faces in the plane, scroll down in order in order to find the actual Planer button - click it along with it's done. to find out how the particular texture can be tiling go for you to your map alternatives along with affect the Tiling parameter. Finally assign the information to the plane.
You ought to always be able to be in a situation to see the result, nevertheless your projection is not filling the complete image space. Click on Render once more - now the projection ought to fill the image room nicely.
We've produced normal and also alpha map. Hide as well as transfer the particular higher poly net out of just how and select your plane. in the particular Output rollout click "Add..." and also add NormalsMap as well as AlphaMap and also change the resolution pertaining to both to 512x512 (of course, use lower as well as higher resolution depending on your own own needs). Sorry, wish there was an easy method around this smile )
Do an exam render. Right now we would like an airplane upon which for you to project the details with the high-poly net. That They should be in ...My Documents3dsmaxsceneassetsimages, however depending about the model of MAX you're using these people might be inside a sub-directory in the 3dsmax folder. Open Up up the material editor (M-key), select an unused material as well as scroll down towards the Maps-rollout. Access the prior parts here:
Hope a person were in the situation to total the tutorial! Please, depart a remark in the event you encounter any difficulties!. This kind of must give achievement correct off the particular bat. An Individual may well want to go these to another effortlessly available folder.
Things You'll Need
We'll prepare your projection now. Beneath Projection Mapping location the checked on "Enabled", click your "Pick..." button along with select your higher poly net object. In case you have problems using this step please depart any comment along with I'll make an effort to address the particular issue asap.
Get most files in the tutorial with regard to free (you will must register in order to turbosquid though. When you need absolutely perfect tiling you may possess to do several editing.
(Thumbnails might appear dead yet if you click upon these you'll begin to see the acual images.)
This is part four involving my knotted net tutorial. Precisely what we'd like to do is actually apply the Alpha Map towards the Opacity channel and the normal Map for the Bump channel (the same way we made it happen in the previous section of the tutorial). Select the particular plane as well as open up the Render in order to Texture window (shortcut: 0(zero)-key). Since we didn't use precise measures until now length and also Width for the plane values will likely change from what I possess used, nevertheless ensure you length and Width (i.e. create a square) tend to be the identical and additionally the edges of the plane are usually intersecting your outer nearly all knots with the net. Produce a plane primitive utilizing the particular Keyboard Entry rollout - in this way the particular plane will most likely be placed wherever we wish it - within the center with the coord system, nicely fitting inside the high-poly model. Click on Render.
Adding a few Cloth-simulation and mental ray towards the mix I got this:
Automatic Flatten Uvs works practically exactly as Unwrap UVW - the sole diference is the fact that it acts weird sometimes smile . The idea should look something like this:
(You will get most files of this tutorial for free - scroll down to the end want to 3ds emulator become able to recognize , to find out how)
Let's use the maps towards the Plane that we used for projection. smile Luckily within this case it's an straightforward job to fix.
*3ds max or virtually any other 3d authoring software
If you adopted prior areas of this tutorial you needs to be able to have a bit of net within the core coordinate system. In Addition open up the actual Choices window and switch off Ray miss check. That's because when you are generally doing Render to Texture, MAX immediately applies an annoying Automatic Flatten Uvs modifier for the stack which only offers one purpose - to screws your UVs