3D Texturing : 10 steps for baking the perfect normal map

3D Texturing : 10 steps for baking the perfect normal map

Tutorial posted about 6 years ago

Long tutorial explaining my personnal 10 steps for baking a perfect normal map with 3ds max and substance painter. If you have any suggestion or remark on how to improve the 10 steps make sure to leave a comment down below.

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10 Step with time stamp


1-Center every pivot point (1:06)

2-Model centered in the world (1:22)

3-Reset the x-form (1:55)

4-Verify the normal orientation with backface cull (3:39)

5-Unwrap (4:40) 5.1- All Uv shells fits in the 0 to 1 texture space

5.2- Non-Overlapping Uv Shell

5.3- Decent space in between Uv shell

5.4- Straighten edges that are straight on the 3d model

6-Naming Convention (11:14)

7-Work on the high-poly (13:56)

8-Make Sure everything is lined-up (17:04)

9-Smooth group based on Uv Shell + Export (19:16)

10-Baked using substance painter (22:08)



Comments

charly-1 wrote
charly-1
Nice tutorial. Thank you =) Although I knew the all of this, it was interesting to remember.
creativa-studio wrote
Thanks! Really like the work you did on the "forester" by the way. He's looking creepy!
batiata wrote
batiata
Very interesting. I will teach balshe.
wafelek wrote
wafelek
Good ! :)
wafelek wrote
wafelek
Great tutorial. Thanks
kuddus wrote
kuddus
Спасибо
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Software:Category:Tags:
  • 3dsmax
  • substance
  • painter
  • baking
  • normal
  • map
  • highpoly
  • corona
  • chillhop
  • unwrap
  • reset
  • xform
  • exporting
  • fbx
  • obj
  • kitchen
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