You use Render To Texture to create the normal bump map for the warrior head as well, but you also adjust the cage before you render the map. If a dialog asks whether you want to use the scene’s Gamma And LUT settings, accept the scene Gamma settings, and click OK. If a dialog asks whether to use the scene’s units, accept the scene units, and click OK. The only visible object is an editable mesh model of the head of a warrior. This is the low-resolution target object, consisting of roughly 750 polygons, to which you will apply normal bump maps. Its surface is smooth, and it has a checkered texture map applied to it. This checker map was used as a visual guide in setting up the texture mapping of the surface. An Unwrap UVW modifier has already been applied. opens the Edit UVWs dialog, which shows how the Unwrap UVW modifier has already been applied to the target object, and how the texture coordinates have been mapped to the surfaces of the model. This layout was designed to facilitate painting, which can be necessary for “touching up” texture mapping. In the main Edit UVWs window, select geometry elements to see how they correspond to the model in the Perspective viewport. In order to extract the high-resolution information from the source model, you will now need to merge it with the low-resolution version. Merge, and on the file dialog, navigate to the folder that contains your scene files. Select the scene that contains the high-resolution model, Output group, define the output path where you want to save the diffuse and normal bump map textures you are about to create. Projection Mapping group, turn on Enabled, then turn off Sub-Object Levels, since no sub-selections exist in this particular model. The drop-down list in the Projection Mapping group has changed from (No Projection Modifier) to Projection, indicating that a new Projection modifier has been placed on the stack for Also, a rough wireframe cage appears around the high-resolution head object in the viewport. The cage shows a considerable amount of irregular geometry, but this is usual when it is first applied. The problem is easy to correct. The shape of the cage is correct, but it is important that the cage fully encompass the source high-resolution model. Where the source geometry lies outside the cage, the result will be ray intersection misses, which in turn will cause flaws in the normal bump map. This is where you specify that you want to use the pre-assigned texture-mapping coordinates you viewed at the beginning of this lesson, rather than letting Scroll down to the Output rollout, click Add, and in the Add Texture Elements dialog, click to highlight NormalsMap, then click Add Elements. Target Map Slot drop-down list, choose Bump, then click the 512 x 512 Width/Height button, which sets the output size to 512 by 512 pixels. In the Selected Element Unique Settings group, turn on Output Into Normal Bump, so that the result shows up properly both in the viewport and in renderings. The rendered frame shows the unwrapped Diffuse map of the high-resolution model. Assorted red patches are visible, indicating where the bump map projection rays did not properly capture the underlying geometry. This is because the cage created by the Projection modifier did not completely cover the high-resolution model in these spots. This would create problems if you applied the normal bump map to the low-resolution target. You will resolve this problem by applying neutral normal values to these red patches so they blend with their surrounding areas. With Ray Miss Check turned off, the red patches in the rendered normal bump map will be replaced by a neutral black background with a normal value of 0, a value that will permit the regions to blend effectively with the normal map that will be created. The blue channel conveys vertical depth information, and the red and green channels enhance this information by providing a direction vector for the normal orientation of the surface at each point. This conveys more information than an ordinary grayscale bump map. This page has been translated for your convenience using a machine translation service. This does not serve as an official translation and may contain errors and inaccurate translations. Autodesk makes no warranty, express or implied, as to accuracy, reliability or completeness of any information translated by the machine translation service and shall not be liable for any damages or loss from your reliance on the translation service. Source.