In this lesson, you will
apply the normal bump map you created in the previous lesson to
the low-resolution model of the warrior.
Set up the lesson:
- Continue from the previous lesson, or
from the \materials_and_mapping\normal_bump_map folder, open warrior_head_b_map.max.
- Select the low-resolution
version of the head by clicking a checkered portion of the model,
then go to the Modify panel.
- To hide the projection cage, open the
Modifier List and apply a Poly Select modifier.
Apply a texture to the head:
- With the low-resolution head selected,
right-click and from the quad menu, choose Isolate Selected. The
high-resolution model is now hidden.
- Open the Slate Material Editor.
- From the Material/Map Browser panel on
the left, drag a Standard material to the active View.
- Double-click the Standard material node
to display its parameters. In the name field, name the material Head.
- On the Slate Material Editor toolbar,
click (Assign Material To Selection).
- From the Material/Map Browser panel,
drag a Bitmap into the active View.
3ds Max opens a file
dialog.
On the file dialog, choose head_diffuse.jpg (this file is
in the \sceneassets\images folder).
- Wire the new Bitmap node to the Diffuse
Color component of the Head material.
When you wire the Bitmap, 3ds Max adds
a Controller node for the bitmap’s Value.
- Double-click the Bitmap node to display
its parameters.
- On the Bitmap Parameters rollout, click
View Image to display the bitmap in a larger format.
This image file is a
previously created diffuse bitmap of the warrior’s face, based on
the unwrapped model.
- Close the image window.
- On the Slate Material Editor toolbar,
click (Show Map In Viewport) to
see the material in viewports.
The result is fairly
flat and lacking in detail. The normal bump map you will now apply
should improve things considerably.
Use a Normal Bump map to apply the normal map:
- Drag a Normal Bump map from the Browser
into the active View.
- Wire the Normal Bump map node to the
Bump component of the Head material node.
- Drag another Bitmap from the Browser
into the active View.
3ds Max opens a file
dialog.
On the file dialog, choose war_head_loresnormalsmap.tga, (this
file is in the \sceneassets\images folder).
(If you like, you can
use the version of this map that you rendered yourself in the previous
lesson.)
- Wire the new Bitmap node to the Normal
component of the Normal Bump map.
Now the normal bump map
will be visible in renderings. To make the normal bump map visible
in viewports, you need to go through a few more steps.
Use hardware shading to display the normal
bump map:
- Double-click the Head material node
to see its parameters.
- On the Slate Material Editor toolbar,
open the Show Standard/Hardware Map In Viewport flyout, and choose
Show Hardware Map In Viewport.
- On the Parameter Editor panel, open the
Maps rollout, and increase the Bump amount to 90.
- Minimize the Slate Material Editor.
- The model suddenly takes on a new level
of detail. The low-resolution model is now picking up the normal
information from the high-resolution mesh object.
If you like, try adding
an Omni light to the scene and moving the light object across the
face: first with the diffuse map selected, then with the normal
bump map selected. See how much of a difference a normal bump map
can make.
Compared to the head
that doesn’t use the normal bump map, the difference is dramatic.
Save your work:
- Save the scene as my_warrior_head_normal_map.max.
Summary
This tutorial showed
you how to use a projection cage to receive texture from a high-resolution
model, then apply the result to a low-resolution version of the
same model. This technique is an effective way to assign complex
surface detail to low-polygon objects. This can be a useful technique when
you prepare a model for a game engine. It can help improve render time,
as well.