3ds Max provides a number of different ways to create and use normal bump mapping, but the most straightforward and simplest workflow involves these steps:
- Create a detailed, high-resolution model.
- Create a simpler, low-resolution model.
The low-resolution model should have the general shape and outlines of the high-resolution model, and typically it should be a bit smaller, so that projected detail in the high-res model will appear to be above its surface.
- Select the low-res model.
- Choose Rendering
Render to Texture.
The Render To Texture dialog appears.
- On the Objects To Bake rollout, in the Projection Mapping group, click Pick.
3ds Max opens a selection dialog.
- Choose the high-res object, and then click Add.
3ds Max applies a Projection modifier to the low-res object.
- In the Projection Mapping group, turn on Enable. Note: At this stage, often you will click Options to display the Projection Options dialog, which has a variety of settings for how to generate the projection.
- On the Output rollout, add a NormalsMap element. Assign Bump as its target map slot.
- In the Selected Elements Unique settings group, turn on Output Into Normal Bump.
- Click Render.
3ds Max renders the Normals map, which stores normals data from the high-res object. As for other kinds of texture baking, it creates a Shell material and applies that to the low-res object, with the Normals map assigned as the bump component.