Hi all, I’m from Russia, and created my first model in 3DS max for dota 2. I`m sorry i bad speak english and use google translate.
I hope you understand me and be able to answer my questions, thanks
I watched a lot of videos but never found the answer to my question, if anyone can explain the points or have detailed video where it shows I will be very glad …
- How can I bake normal maps correctly without using smoothing groups?
When I bake a normal map without smoothing groups I have seen faces on it.
Also, I must to move to the symmetrical UV islands to remove the seams
And i must use 1 smoothing group for 1 UV island to was not visible seams on normal map
My model screenshots, i have 16 smoothing groups just model looks right and beautiful and no have problems. Normal map baked with smoothing groups.
And screenshots valve default courier:
no moved UV islands
no smoothing groups(smoothing groups converted vertex normals? How?)
no symmetry and seems problems
I made my model, UV and normal map right?
How can I make so that it was like a courier from Valve
How can I do so that there is no smoothing groups, and normal map bake was nicely without them?
it would be good to see a step by step guide
- I Can use CAT or Biped for my custom courier animation?
3)in 3DS Max 2016 which settings to use to import models fbx? Сan I use to export a standard material or special need to create? I have issues with import fbx to dota 2
Many thanks to those who try to help and sorry for very big pictures