After I finished my sculpting on my character I lowered the subdivision to level 1 and then I exported the current level mesh to Maya as I wanted this to be my low poly model to work off. I went back into Mudbox and selected the model and went to 'UV and maps' tab and selected in the menu 'extract texture map' and then I a new window appeared and selected 'normal map'
I created a basic lambert material in Maya and applied it to my mesh, I opened up the 'hypershader' selected my lambert material and where it said 'bump map' I applied the file that was created by Mudbox here and made sure I changed the 'bump' to tangent space normals' so it will display correctly on my mesh as I exported it an tangent space text. Changed my viewport render to high quality and was able to see my normal projected onto my low poly mesh.
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2/7/2024 05:26:00 am
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
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