
Explore a 3ds Max workflow for baking normals and ambient occlusion maps for a Bradley fighting vehicle, from concept to final bake, with considerations that affect quality across game engines.
Align your concept and hypertime model to the low poly silhouette for a clean bake, tucking details around the silhouette to avoid projection issues.
Balance high-poly detail with texture resolution and screen-space for crisp silhouettes at distance, using sharp and softened baked versions while avoiding excessive micro textures that bake into texture sheets.
Master tapering to add view depth in texture projection and keep silhouettes faithful to concept art. Use tapered indentations for holes, painting black in diffuse map to maintain projection.
Discover how floating geometry can speed up baking normals and AO maps, but misaligned cages increase edge waviness; align cage from low to high poly to minimize wobble.
Plan and finalize your model’s triangulation before baking, as you cannot edit topology or normals afterward; changing triangulation alters edge directions and smoothness, breaking the normal map.
Apply the projection modifier to fix distortion when baking normal and AO maps, by adding supporting geometry under problem areas to create a cage with minimal, localized impact.
Compare manual vs automatic triangulation, apply the shortest edge rule for quads and triangles, and avoid skew to maintain volume and even shading in game engines.
Master projection modifier techniques in 3ds Max by comparing cage-based projection with the offset texture option to accurately project normals and ensure high-quality results.
Prevent projection bleed by enabling hit only matching material ID during render to texture in 3ds Max using blue and orange material IDs to keep projections within bounds.
Learn how to handle mirroring and overlapping geo when baking normal and AO maps in 3ds Max by keeping halves welded, avoiding seams, and offsetting duplicates in UV space.
Explore world space, object space, and tangent space normal maps, how baking and pipeline differences affect shading, and how splits and padding prevent seams for clean game renders.
Explore how splits, smoothing groups, and uv splits shape on-card vertex counts and shading in 3ds Max, including how overlapping splits count once and how detaches create new splits.
Bake a normal map from a high-poly model to a low-poly cage in 3ds Max, using padding, UV shells, splits, and projection mapping for reliable render to texture results.
Final course conclusion highlights baking normals and ambient occlusion maps in 3ds Max, emphasizing a well-prepared asset, a simple projection workflow, and working within map limitations to avoid reworking edits.
In this tutorial we’ll show you all the necessary tips and tricks when baking Normal and Ambient Occlusion maps in 3ds Max, as well as explain the ins and outs of how to get perfect bakes from a high res mesh down to a game-ready low res mesh.
About the Instructor:
Alec Moody has been working in the game industry since 2003 and has contributed to numerous titles as a freelance artist. He holds a B.F.A. in photography from the Savannah College of Art and Design and Co-owns Handplane 3d LLC.