Graphics Programs Reference
In-Depth Information
The textures in Figures 20-17 and 20-18 were created using
GI renders. Because this topic is strictly about Max I won't go
into details about texture creation. Texture creation is an art
form of its own that I really love. If you are interested in tex-
ture creation, take a look at some of the great topics that are
available on this topic.
Using DirectX and Normal Maps in the
Viewport
This step is easy considering you should be pretty familiar
with the basic usage of the Material Editor. Load it up and go
down to the Bump channel.
Turn on the Bump channel, set it to 100, and click the
None button. Pick Normal Bump. In the Normal slot, click
None and pick Bitmap. Load your normal map image in here.
Figure 20-19: The Material Editor with a Normal Bump
Note:
By default Max is set to a Tangent type normal map. This
is the type of normal map most engines will use. If for
some reason Tangent isn't the type that is selected, make
sure you change it back.
 
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