I am decimating my meshes in order to get them into Max, but the decimated meshes have horrible overlapping vertices which cause serious shading errors and in-turn make my normals look like shit. I have tried the Check Mesh and Fix Mesh options under the geometry tab with no good results.
I would use xnormal to bake the Normals but I get different issues with the normals generated in Xnormal. even when I use the same custome cage and lowpoly that I am using to bake in MAX. I really just dont like XNormal.
I would really prefer to bake my normals in MAX. anybody have any Ideas what I can do to get these subtools into MAX, without having such shitty topology after decimation?
I mean i could sit there and target weld and repair the mesh once in MAX but that is unrealistic.
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Also, if you're having issues in XNormal in your cage and mesh, then you most likely are going to have the same issues in Max, so you might as well post that issues up while at it.
I have MAX 2009 where is the Pro-optimizer? And are you suggesting importing a 4 million poly mesh then running the Pro-optimizer, or run it on the already decimated mesh once in MAX?
I can post some pics later tonight when I get off work. But it's pretty straight forward as far as the images go its just a bunch of pinching created by long triangles all meeting at extreme vertices.
As far as my decimation settings, Is there anything more than the settings within decimation master? Because all I really have the option to do, or at least all I am doing is preprocessing the current subtool then decimating it down to something that max can handle.
But since you have Max 2009, you need to download the extension/SP pack for it so you can get access to Pro-Optimzer, issue is, outside of certain issues, I think Autodesk needs you to pay extra for the extension, or they could have totally gotten rid of it, in which case, you next best bet is to either use Polycruncher and/or another crunching app.
You could also import you decimated model in Max, and run a few modifiers on it, like Auto-Smooth-Group, Weld all vertices on a very small threshold, Edit Mesh, etc, but without seeing the mesh I can't say if they will be successful.
I was going to use MeshLab to crunch it rather than decimation master. Ill try that next.
Has anybody else experienced this? It is a very common workflow I am using. The problem also is that none of these shading errors show up in ZBrush no matter the material I have applied. I only see them once I export them and open the model in Topogun or Max.
You could also run Polish/Relax in ZB, in the deformation panel, it helps spread out the surface errors much better.
I'll post back if I continue to have issues. But it seams at this point that reinstalling decimation master and making sure I don't have symmetry enabled on my subtool helped out quite a bit.