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File: normal.jpg (11 KB, 204x204)
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Hello, totally new into 3d here.
I'm using 3dsmax and substance painter. I want to create a normal map for a mesh using the two of these programs. I don't want to do it with zbrush or inside max with progection. I want to do it in substance painter.

Here's is my workflow: I unwrap uvw the low poly mesh and extract as an fbx. Then I apply to the same mesh a turbosmooth (I've got supporting loops etc, it is a same mesh but with a turbosmooth) and uvw unwrap it and save that as an fbx as well.

Then I go to substance paint, load the low res and bake the normal map with adding the extract details from the high res model.
The normal map DOES get created and it DOES get applied inside max to the low res model.
The problem is that that it looks totally off. I don't get the result I want.

tl:dr I want low poly object to look like if it is turbosmoothed, while maintaining the low numbers of polys. How do I do it with substance painter and 3dsmax?
Create high poly of your model in 3ds max and bake it to the low poly, but you have zbrush so make use of it to bake out cool normal & ao maps, I wish I had zbrush.
Do you use a cage? Do you have the right settings? What exactly looks off? Show pictures in SP and in Max. Also settings.
Why not bake in Max?
I use Substance Designer to bake because i work in C4d and its native baking tools are shit.
No problems importing all kind of normal maps into C4d.
Whats your excuse for not using Max baking tools?
File: lowToHigh.jpg (596 KB, 1881x876)
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I want to understand normal maps. Simple question, look at pic related:
Can I turn object (A) to project (B) without increasing polycount by using projection and cage?
It is the shame sphere only that the (B) sphere has Turbosmooth applied.
Unfortunately no. Normal maps do not change the silhouette of a model. The normal map workflow is to make the low poly match as close to the highpoly as possible. This is why normal maps are better for things like walls.
File: surfacepath.jpg (33 KB, 527x527)
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There´s two ways to increase a polygon count in render only: turning off a tesselate/turbosmooth like deformer, or using surface path based models - those can be elastically deformed by their vertices, and can increase the polycount automatically during render only- pic related.
File: displacement render.jpg (122 KB, 1305x783)
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However, if you´re using MENTALRAY, the texture slot for DISPLACEMENT can - and will - increase the polycount of the model in accordance with the bitmap given. Rendertime is increase, but you achieve the effect you´re looking for.
File: tommy_gun.jpg (63 KB, 745x806)
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Just another Gun WIP for my Platoon.
Whoops, Posted in wrong thread.

nice youre gonna make it broski

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