This video will show you how to bake normal maps for 3d models using xnormals. Perfect for games.
Already have high and low poly meshes?? skip to 5:30
Go further by creating a diffuse texture for the low poly mesh and download both meshes for free HERE:
hello there in this video I'll be showing you how to bake normal Maps with using X normals the idea behind this is that um like in in game development you try to use as few polygons as you can and you cannot just create some simple prop like us what we're gonna be creating today is a soccer ball so you cannot just create a high poly soccer ball and it's just gonna be a prop in the environment so what we do to remedy that is create a high poly mesh and then create a lower poly mesh and bake to normal Maps from the high poly mesh to the lower poly mesh and then just add a diffuse texture on it so it just looks good without the extra polygons so 3d max has a baking system but I don't quite understand that and honestly X normals is quite easy so first thing is it's unfortunate X normal is only available to windows so but there's a walk around that if you have an emulator something on your Mac or Linux computer so just go to the website they can go to downloads and just download the Installer I already have this so Oh didn't do that I'll go ahead and start creating creating your high poly mesh or very soccer ball here so go to your object panel extended primitives I'll assume you already know a little bit about 3d max so this is Hedra create that don't worry about the size just yet and use the radio button under deck slash icosahedron here in p20 0.37 okay that looks good so convert to an editable poly I'll hit f4 to show my aged faces there and I'll select all the edges control a to select all in split just edges select polygon control a to select all and apply it modifier called test light I'll just type te you can always scroll down and find it test light here and make sure it operates on the polygons and then add a smooth modifier terrified actually terrified modifier to make it round and we'll go ahead and add an edit poly modifier select polygons again with all the polygons selected the Settings button here under the burn the bevel make sure it's set to local normals in height is 0.8 and the outline should be minus 0.25 all right commit those changes and last thing you need to do is apply a mesh smooth to make it round a nice match and subdivision method selects classic alright that looks good so convert to editable poly Wow look at all this ok hit 7 on your keyboard to see the poly count here so that's about 2500 that's a whole lot of polygons for a ball ok so this is our high poly mesh what you need to do right now is create go back to you stand-up primitives to create this here and just drag it out here and right click to commit those changes and drag it out here and I have my quick align tool selected here or you might just have a line just hold left click and select quick align and select this object it aligns it to the center alright so I did a pretty good job it just eyeballing it there but you could always scale it down I think you want the hmm I think you want do low poly object to just come out a little bit just just a little bit or under I think so okay under just a little bit that's fine I'll you could name this it doesn't matter convert to editable poly okay so we have that ball in place there and I'll hit W on my keyboard that's my transform tool and I'll right-click on all these parameters to Center to zero okay also select a ball same thing right click on this right click right click to Center zero also exporting this exports I'll just put this on my desktop HP ball okay and I'll hide this for now hide selection select the low poly ball export selected as LP vault alright so fire X normal it's a really nice plugin it's it's awesome okay so x knowles select your high-definition meshes right click at meshes HP this is my desktop hitch high poly mesh ball in here selected low definition mesh and put the load poly mesh in here and baking options okay so i don't know if your you usually one your normal maps about five one two that's fine but just for the sake of this tutorial so you could really see it i'll make it at least 1024 select your output file that would be my desktop and we'll just name that ball PNG file it's fine save edge padding bucket size you usually usually want or normal maps or ambient occlusion I'll just go with normal Maps and home you can use default render it's probably gonna still give you the same result or this one whatever and you could go to your 3d viewer and lunch viewer your Oh usually does some funny stuff okay okay old old ender attached okay so you have you wsad keys to move it's like a first-person controller and your left mouse button Oh your right mouse button to orbit around okay so you could do show cages here and cage collar I'll just make this red extend this so it's red okay so it seems the cages beneath this I think the cages you usually the low-poly match I should have made that bigger but you go is extrude it here make it just cover the high poly mesh a little bit and then saved us meshes what it actually does is it's making your previous low poly much bigger and it's gonna save it and then Auto assign the matches to your mesh locks it yes and just close alright that's it generate your maps and watch the magic happen look at that it's it's a really beautiful normal map alright hit close I'll just mmm Oh jack okay so I have two normal maps hidden yeah I'll just drag it in here just so you can see what it looks like I four look at that it looks really good huh all right so let's do it the right way hit em on your keyboard to bring up the material editor put the material on here then under maps usually I use I used to put the normal maps just under bumps but that doesn't really help it a whole lot so hundred and select the objects assign material to selection we can't really see the normal maps in the viewport right now you could fix that by hitting realistic materials realistic materials with maps and after a second you'll be able to see normal maps it looks weird it it doesn't look anything like the ball we had so all ought to hide all select the ball move it here so we could just compare said the bump map doesn't look anything like this so what you have to do is right-click Clare bump map I'll make that a hundred and just click none select normal bump okay and actually put the normal maps here so the normal maps under normal map bump just add it there and it looks she looks weird here so what you need to do is method tangent and flip the Greens why okay it looks way better here right now so I think that option is in the baking normal Maps here you should flip one update but I've never really figured it out so I just flip it here instead all right but it looks good oh we could go up and add some specular or glossiness do it si MEK dis 50 glossiness 25 right so it looks good it's it's I guess a f4 so we could see a why afraid see that and I'll just go to viewport configure your boards statistics total puss election okay so I could select the ball we have just five one two polygons and this is about 2500 so you can see the difference and how beautiful is this oh wow that looks really good umm so that's about it for this tutorial you could always export this you can create diffuse texture for this thing maybe make this black in select element instead liked all the ones with five here I wouldn't do all of them see OCD kicks in but I might just do all right then again I'm lazy all right so apply to black here signs flexion specular level 50 glossiness 25 make this one white but not too white this ctrl I to invert selection and assigned white to that selection so 50/50 glossiness 25 okay right so this is your high poly soccer ball in you could always refine all this oh yeah and you could always like this ball hit zero and I think it's render to texture add a diffuse map PNG save it desktop hbe ball diffuse map come on PNG file save save there's one thing we had to do before this would really work that's unwrapped it but okay let's let's see I'm not sure it's gonna really work I surrender that oh yeah I don't know I think I need to unwrap this with a sphere like the same the same UV map for the soccer ball did low-poly soccer ball so I could be able to bake the diffuse texture but that's some for a different time or so but the normal map should look good looks good on this I'll render all right so that's basically it for this tutorial thanks for watching please like and subscribe to my channel thanks bye