How to make a low poly tire using 3DS Max , xNormals and CrazyBump

51. By default we have a sphere and the normal map is applied to it. To change to sphere with our object click on “Ball” and choose “load mesh …” and add the lopoly object (obj). And by the way, if you remember, we have pulled out a sidewall from the texturing square. be sure that you are loading a version with the sidewall overlapped and not pull out from the “texturing square”

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52. As you can see, some details are looking a little bit weird, and this is caused because of the green channel. I don’t know why this happens when we are creating a map using xNormal but we can fix it. To do it, let’s move forward and open Photoshop (or other similar software) and load our normal map. Once the map is loaded in Photoshop, go to “Channels” and select the Green channel :

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53. Having the Green channel selected , press Ctrl+I to invert it . Then switch back to the RGB mode and save it. You can save it “Normals_green_inverted” just to know what map we will use :

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54. Now open the template that we have rendered in 3DS Max.

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55. Here you have a sidewall. You can find more at www.smcars.net + other resources. Open the sidewall using Photoshop and place over the round part that we have on the template :

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5 Comments on "How to make a low poly tire using 3DS Max , xNormals and CrazyBump"

  • reuteman

    hi!
    I can’t see this tutorial… how i can see it?

    • What do you mean you can see it ? Please send me a screenshot of what are you seeing. Post it on the forum and we will solve the problem (if there is one on our side)

  • reuteman

    thanks by the reply C. Andrei !
    Here you can see my problem:

    http://img191.imageshack.us/img191/9347/34a0.jpg

  • reuteman

    thank you very much C. Andrei !!!!

  • Katia

    Interesting ! Very detailed tutorial with a very different approach than what I was going for. Was very informative and useful .Thank you!

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