After a long delay, many beers, coffee and school I’m back with part 2.
In This part we will:
- Import our model in 3ds MAX for Baking our texture,
- Learn how to create a collision mesh for UDK
- Fiddle a bit in Photoshop
- Export the bunch, so we can import it in UDK
- In UDK we’ll tweak our material and then we’re done!
Right, So we had our model exported.
Now we’ll go back to 3ds MAX and import our highpoly model.

Now, this happens mostly. When you import you model in zBrush, it’s rotated.
You can chose to set up your Axis-es when you import and export the models around,
I advise you to do so when the model is complicated.
but for a slightly deformed box (pillow), I tend to skip that
.
Now we’re going to create a box that exactly matches the outline of our High poly mesh.
- Right click on the box you’ve created and click “convert to editable poly”.
In the following step I chose to Chamfer it.
I Chamfered the box so that it fits even beter around the high poly mesh.
Allright,
Let’s put an unwrap UVW modifier on our lowpoly mesh.
In the picture above I applied the unwrap UVW map modifier. And in the edit window I chosed to just flatten the map (mapping, Flatten, make shure all faces of you mesh are selected).
This leaves you with a bunch of faces that need to be welded together. Now I won’t be going into this subject to much, because there are waaaay beter tutorials out there that explain basic unwrapping of the UVW’s!
Allright, so everything is Unwrapped and ready to go.
Now we’re going to Bake the height information of our high poly mesh on to the texture of the Lowpoly mesh.
To do so:
- Make shure your highpoly mesh isn’t hidden, frozen or isolated. Select your Low poly mesh,
- press ‘zero’ to quickly open your render to texture window.
- A window pups up,
1. on top of this window theres an output section, this is the path where your redered texture will go.
2. then you’ll find a section with Projectionmapping, enable the clickbox and…
3. click on the “pick button” (besides the dropdownlist which says (No Projection Modifier))
4. Now further down there’s an expandible list which says Output.
5. scroll down, Click “add”
6. Select NormalsMap, press add elements
7. scroll down and select the settings mentioned in the image (lazy me
, Make sure that the file type is *.TGA this is for UDK)
ét voilá Max starts rendering something strange just like displayed on the image. Don’t worry, this is not the actual output rendered in your file.
9. Go to the place where you’ve saved you image. Open the image in Photoshop.
Now, a Very bright person that allready had some experience with rendering textures might have noticed that I didn’t choose to supersample my maps (there is, infact, alaising in our texture). He’s right, I take this step in Photoshop because it saves me a hell of alot of time (rendering with a good supersampler easily multiplies renderingtime 4 times on my slow ass PC).
10. Right, you opened your normalmap in Photoshop. It looks pretty and blueish.
11. At the same time in Photoshop Made a diffuse texture. Basicly I googled for white Cloth and took the first thing that looked like the image in part 1 of this tutorial.
12. Above, The Photoshop window. of my diffuse texture. export this one aswell
13. Now, Because I’m going to use this pillow model in only one scale I decided to make a normalmap of my diffuse texture in Crazybump. Back in the days I wrote the tutorial I worked with CrazyBump. But I recommend using nDo2, simply because it works in Photoshop (CS 4 and 5).
14. Anyway I’m sort of skipping the step of creating a Normalmap out of a diffuse texture (lazy me
, second time!).
15. Open your rendered normalmap, add the Normalmap you’ve created with CrazyBump or nDo (or the free thingy from nVidia). To add the Diffuse normalmap to the rendered normalmap, simply make sure that your Diffuse normalmap is on top of the rendered one and that the blendingmode is set to overlay.
16. Save texture to something usefull (During the creation of things I had to import lateron I really got better at this
So now my diffuse maps I make are actually having a filename that correspondents to the function they have!!! WOW!
17. Great! now, Back to 3ds MAX. don’t forget to save the project. btw
. Select your Lowpoly mesh and use the option “save selected”. Save it to something usefull
.
18. Open the newly saved lowpoly mesh.
19. Above, Add around the edges of you’re lowpoly mesh, make sure this box hasn’t got any “Segs” exept 1
. name this box UCX_”somethingusefull” -> no spaces, strange comma’s or any of that. This box is our Collision Mesh in UDK. And adding UCX_ in the first letters of a name makes it a collisionmesh.
20. Now we’re done! all we have to do is Exporting it (File->Export->.. export as a .ASE file). I gave it the name Pillow.ase, you can choose to disable functions like export materials, it doesn’t mather that much for our model.
21. Fire up UDK ( and close 3ds MAX, Photoshop or even zBrush
)
22. Open the contentbrowser and click import. Now find your .ASE file.
23. set up the lightmap settings in UDK,
24. In the contentbrowser, Rightclick, import, import your textures (the Normalmap, the Diffusemap)
25. In the contentbrowser, Rightclick, select New Material. Add the textures to the material (texturesample), connect it to the right output. You don’t need a specular map, for our Pillow hardly has any specular!
26. Add the material to our mesh, and Behold! our Pillow is a fact!
Well I hope you enjoyed this tutorial!! If you have any questions/ comments/ marriage requests you’re welcome to ask them!



