Hello everyone ! I made a mesh using blender 2.7 and I am trying to bake some maps for it. I have it high poly as well as low poly so everything is set. I tried using a cage in xnormal and I get an error message that sounds like this "The cage mesh Default inside C:\....... does not have the same number of vertices than the mesh Default inside the file C:\....." I am absolutely sure that both the low poly and the low poly used as cage have the same number of vertices.
All my meshes are triangulated using the "beautiful" setting, the low poly ones have edge-split and the cage used one has the displace modifier as well.
Please help me I tried everything I could find on the internet but nothing helped. Thanks in advance!!
Replies
If you're using the "Edge Split" modifier, remember only to mark sharp edges to your mesh manually, not by using the "Edge Angle" option, and NEVER apply this modifier in any case, because it actually doubles vertices on sharp edges.
After that I duplicate my quad mesh without applying modifiers yet. Then I rename the object to LP_Triangles. Now it's time to REMOVE the "Edge Split" modifier and apply the "Triangulate" modifier, in that order.
Now that your LP_Triangles model is made completely of triangles (obviously) and still having those sharp edges marked with a blue color, now you can duplicate it to have the third model, LP_Triangles_cage.
When I encompass my cage model over the high poly, I use Alt+S in the edit mode to fatten/shrink the mesh, also known as 'scaling along normals'. But I guess the "Displace" modifier isn't bad to use either. Never tried for cages myself.
I highly recommend to export these as .obj files, and these are pretty much the settings for exporting them.
Notice to enable "Sharp Edges" when exporting both triangulated meshes with those blue sharp edges. "Write Normals" is also needed in every case, so that you can use exported normals in xNormal. But you don't necessarily need to enable UVs to your cage when exporting though.
With this method you should't have that message popping up in xNormal anymore. I got that error when I exported them with "Apply modifiers" enabled in that exporting tab. I guess it's not applying them in a right order or something, so it's better to export without any modifiers left on your triangulated meshes.
Oh, and as a sidenote, when importing your model to 3DS Max with written sharp edges from Blender, they'll appear as correct smoothing groups. (;
Reinstalling resolved it (I have suspicion I have done something wrong with handplane plugin).