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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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)
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