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Bake maps with files from 3ds max


dimedius
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Hi.

I did a search and saw some other baking issues so thought I'd post my query.

 

I have a high poly and a low poly mesh. I really like that I can throw my low poly in 3dc and get the auto unwrap (time saver for sure).

I know my standard workflow is:

create models -> unwrap -> bake maps as needed -> export objects -> import to 3dc -> texture and then export texture files when complete.

 

Is it possible to somehow have 3dc auto unwrap 3ds max files? UVwrapping consumes a lot of time and currently I have some small side projects that I'd like to find a quick clean process (obviously won't be as perfect as manually doing it) to unwrap. That way, I can spend more time texturing instead.

 

Would a better alternative be:

import obj file -> auto unwrap -> texture -> export obj and textures -> import into 3ds max and then export in needed format (for my example, I want to export as a nif (fallout)). Will this still retain the uvwrap information? Is this possible and are there any downsides to doing it?

 

Side note: I'd also like to check the baking power of 3dc. Is it possible to use my hi and lo polys inside 3dc? Any good tutorials? I did some scrounging around but all the videos tell me they are corrupted (I suspect its really due to the filters here at work).

Edited by dimedius
clarifying title
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So to answer my own question.

It seems I can create an obj from the low poly, auto wrap then export uvw obj.

Go back into Max, use this new lo poly and use the standard hi poly I had and do the whole projection and bake a normal map. This lo poly also works well with exporting as a nif (fallout file format). This will definitely work for the current project and a nice time saver.

 

I've got to go to bed but can I import my hi poly with my lo poly and bake a normal in 3d coat? Haven't tried the tools yet and curious to how well it works.

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