HELP: How to export a Normal Map model from 3dMax and import it into TGEA
by Blackcode · in Artist Corner · 06/22/2009 (1:13 pm) · 16 replies
Can any of you post a short Tutorial with screen shots (or video) how to export a Normal Map Model from 3dMax and import it into TGEA.
Thanks in advance.
Thanks in advance.
#2
http://en.wikipedia.org/wiki/Normal_mapping
06/23/2009 (11:57 am)
A Mesh having a Diffuse Color and a Normal bump map.http://en.wikipedia.org/wiki/Normal_mapping
#3
06/23/2009 (12:03 pm)
So just a model with a normal and diffuse map. Which part are you stuck on? Exporting from Max, importing to Torque, or materials?
#4
bcs i can't find a tutorial from A to the Z how to do it...
so if someone can explain the whole process would be great...
I can import a diffuse map model... but i do not know how to export one with a normal map attached.
06/23/2009 (12:08 pm)
i really do not know.. i followed some tutorials but something is wrong...bcs i can't find a tutorial from A to the Z how to do it...
so if someone can explain the whole process would be great...
I can import a diffuse map model... but i do not know how to export one with a normal map attached.
#5
06/23/2009 (12:11 pm)
So you've obviously got a mesh that will import into TGEA that displays the diffuse map correctly. You're 95% there. Do you have a materials.cs file set up correctly? Also, which version of TGEA are you using?
#6
Diffuse-Map.jpg
Normal-Map.jpg
turtle.dts
and material.cs
new Material(turtle_mat)
{
mapTo = "Diffuse-Map.jpg";
baseTex[0] = "~/data/shapes/turtle/Diffuse-Map.jpg";
bumpTex[0] = "~/data/shapes/turtle/Normal-Map.jpg";
cubemap = WChrome;
pixelSpecular[0] = true;
specular[0] = "0.5 0.5 0.5 0.5";
specularPower[0] = 8.0;
};
also in max I have only the diffuse map attached to a material called turtle_mat as named in material.cs
06/23/2009 (12:15 pm)
I have in my folder...Diffuse-Map.jpg
Normal-Map.jpg
turtle.dts
and material.cs
new Material(turtle_mat)
{
mapTo = "Diffuse-Map.jpg";
baseTex[0] = "~/data/shapes/turtle/Diffuse-Map.jpg";
bumpTex[0] = "~/data/shapes/turtle/Normal-Map.jpg";
cubemap = WChrome;
pixelSpecular[0] = true;
specular[0] = "0.5 0.5 0.5 0.5";
specularPower[0] = 8.0;
};
also in max I have only the diffuse map attached to a material called turtle_mat as named in material.cs
#7
http://rs304gc.rapidshare.com/files/247854402/Untitled-1.jpg
You can see the difference on the fins...
06/23/2009 (12:43 pm)
also I attach a MAX vs TGEA screenshot http://rs304gc.rapidshare.com/files/247854402/Untitled-1.jpg
You can see the difference on the fins...
#8
#2. Make it a practice to never use a "-" in file names...while it may or may not break TGEA it is just a good habit. Replace spaces by "_" not "-" or just don't use spaces at all.
#3.Name your Material file "materials.cs" not material.cs
#4. since your materials.cs file is in the same folder as the images you're using, there is no need for the extended paths.
Example:
new Material(turtle_mat)
{
mapTo = "turtlediffuse";
baseTex[0] = "turtlediffuse";
bumpTex[0] = "turtlenormal";
cubemap = WChrome;
pixelSpecular[0] = true;
specular[0] = "0.5 0.5 0.5 0.5";
specularPower[0] = 8.0;
};
06/23/2009 (4:25 pm)
#1. remove the image extensions in the materials.cs file#2. Make it a practice to never use a "-" in file names...while it may or may not break TGEA it is just a good habit. Replace spaces by "_" not "-" or just don't use spaces at all.
#3.Name your Material file "materials.cs" not material.cs
#4. since your materials.cs file is in the same folder as the images you're using, there is no need for the extended paths.
Example:
new Material(turtle_mat)
{
mapTo = "turtlediffuse";
baseTex[0] = "turtlediffuse";
bumpTex[0] = "turtlenormal";
cubemap = WChrome;
pixelSpecular[0] = true;
specular[0] = "0.5 0.5 0.5 0.5";
specularPower[0] = 8.0;
};
#9
the problem was "materials.cs" not material.cs
ty again
06/24/2009 (12:46 am)
Ty dude.... own ya onethe problem was "materials.cs" not material.cs
ty again
#10
Post some more screens now that you have the materials.cs working!
06/24/2009 (1:55 pm)
I am glad Russell deciphered the situation because I would have replied to you with the steps to bake Normal maps from geometry in Max. :XPost some more screens now that you have the materials.cs working!
#11
i'm not a very good 3d artist at least not as you, i'm still on the learning curve.
I'm posting some shots from TGEA and from the high poly i'm generating normals from.
I like to generate normals from zbrush. more efficient than projecting from max i think.
1. MAX vs TGEA screenshot problem

2. TGEA problem solved (still i have a bad normal generated... working to improve it but it works)

3. High Poly Model that i've did in ZBrush (i find it cool ^^)

4. The NORMAL Map + AO Map as diffuse applied to the low poly (aprox 600) model using a directx shader mat

Any tips on generating normals for TGEA ... till T3D is out???
COOL MarkupLite ^^ (found that [image][/image] tag supports resize too even is not in documentation. example: "[image width=640 height=480][/image]"
06/25/2009 (9:20 am)
tnx again 'eb' and 'Russell'.i'm not a very good 3d artist at least not as you, i'm still on the learning curve.
I'm posting some shots from TGEA and from the high poly i'm generating normals from.
I like to generate normals from zbrush. more efficient than projecting from max i think.
1. MAX vs TGEA screenshot problem

2. TGEA problem solved (still i have a bad normal generated... working to improve it but it works)

3. High Poly Model that i've did in ZBrush (i find it cool ^^)

4. The NORMAL Map + AO Map as diffuse applied to the low poly (aprox 600) model using a directx shader mat

Any tips on generating normals for TGEA ... till T3D is out???
COOL MarkupLite ^^ (found that [image][/image] tag supports resize too even is not in documentation. example: "[image width=640 height=480][/image]"
#12
Oh, and you might want to check out the MarkupLite tags tags for creating hypertext links in your posts. Nobody likes having to copy and paste URLs, heh. ;)
06/25/2009 (9:31 am)
Quote:Woah, nice model! I'd say you're a pretty good 3D artist. :)
3. High Poly Model that i've did in ZBrush (i find it cool ^^)
http://rapidshare.com/files/248553473/zbrush.jpg-/
Quote:Any tips on generating normals for TGEA ... till T3D is out???Nope, the use of normal maps will basically be the same between TGEA and T3D. Nothing has changed there.
Oh, and you might want to check out the MarkupLite tags tags for creating hypertext links in your posts. Nobody likes having to copy and paste URLs, heh. ;)
#13
I do think that is a bit of a difference between max and tgea.
06/25/2009 (9:34 am)
i've edited the previous post to a 3d max screen shot too (4.) how can I import this model to look as good as in max in tgea too.I do think that is a bit of a difference between max and tgea.
#14
The default TGEA diffuse-bump-shader is not a normal map shader..I have taken the normal map shader that I gathered sometime ago(maybe from noolness??) and renamed it to the default bumpshader name..zipped them up and uploaded it for you to grab.
Grab this zip and add the 2 files contained within, to your shader folder: shaders BACK UP the default shader files plz. in case you choose to replace them(I doubt you will).
Try that out and let em know what you think.
06/25/2009 (2:26 pm)
I see in Max that you're using several point lights...also, in Max you have the ability to intensify your normal map. Those concepts are either not ideal or not possible in TGEA. So let's figure out what we can do...The default TGEA diffuse-bump-shader is not a normal map shader..I have taken the normal map shader that I gathered sometime ago(maybe from noolness??) and renamed it to the default bumpshader name..zipped them up and uploaded it for you to grab.
Grab this zip and add the 2 files contained within, to your shader folder: shaders BACK UP the default shader files plz. in case you choose to replace them(I doubt you will).
Try that out and let em know what you think.
#15
Actually that looks to be the stock lighting from Max coming from the camera position (since none exist in the scene).
@Blackcode
I would honestly give the shader EB posted a try. The one in TGEA is rather bland to say the least and when combined with the poor lighting code from TLK in TGEA gives the less than spectacular results you see. It won't fix the lighting, but it should help the display of the model.
Also I would try to tweak your specular a bit to push the normal results more. Specular will be affected by the bumpyness of the Normal Bump Map as well as the settings in your material.cs and your specular bitmap. It will take some time to setup and get right but worth it if you want your model to shine even in stock TGEA.
06/28/2009 (7:38 am)
@EbActually that looks to be the stock lighting from Max coming from the camera position (since none exist in the scene).
@Blackcode
I would honestly give the shader EB posted a try. The one in TGEA is rather bland to say the least and when combined with the poor lighting code from TLK in TGEA gives the less than spectacular results you see. It won't fix the lighting, but it should help the display of the model.
Also I would try to tweak your specular a bit to push the normal results more. Specular will be affected by the bumpyness of the Normal Bump Map as well as the settings in your material.cs and your specular bitmap. It will take some time to setup and get right but worth it if you want your model to shine even in stock TGEA.
#16
06/29/2009 (12:00 am)
@Logan, my bad..I was talking about the top image. "Max vs. TGEA"
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