By the way, this is the quickest method to make a low poly version of your model, but is not the exactly right method. It works fine – I have used it in three games so far – but it depends on your game company. Also it is not good for characters where the animator will need good topology on the mesh. It is good for rocks, cliffs etc., but your developer or the engine that you use may not like it and you will have to make a nice, clean and topologically correct mesh for low poly version. There are many ways to do that with ZBrush retopology tools, applications like Topogun – I recommend that – with 3ds Max 2010, graphite tools etc. Anyway it’s just something to bear in mind.
Back to the tutorial and it’s time to make your UVs. I won't explain how to make them – the process is easy with the Max Pelt option. You can use whatever app you want for that. I'm going to the bake the normal map part directly. You have the low poly mesh with UVs now. Load your high poly mesh again. They have to be like it the ones shown in Fig.10. Then, in your Max modifier list, choose the Projection modifier. Pick your high polygon mesh. Check Shaded in the Display section and then increase the amount in the Push section. You can see the cage around the mesh; you want to increase the amount enough to avoid intersection with the mesh and that's why Shaded is checked.
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