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High Poly Bake Trouble 3ds max

polycounter lvl 10
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acealmighty13 polycounter lvl 10
I have a low poly model that isn't reading the information from a high poly model.  The pieces I refer to are detached to the element of the core high poly model.  These areas are the only parts that are showing up in red.  Everything else looks great.  I've checked the normals, they are fine.  I've checked to see if the polygons themselves are flipped, they are not.  I've tried detaching the low poly sections as well, just to see if it had to "match up", that didn't do anything, so I reversed that action.  The cage itself covers everything that it should, tried expanding, tried reducing the distance, neither worked. 

There's a checkbox somewhere that I have unclicked or some option that I'm missing.  The baking process is acting like the high poly model sections are not there at all.  What am I forgetting?

Replies

  • Eric Chadwick
    Turn on Backface Culling for the low poly mesh, and check if the faces are flipped.
  • demigodssw
  • Eric Chadwick
    software?
    In the title.
  • Axi5
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    Axi5 interpolator
    I think you're covering everything but it's hard to diagnose the issue without having a screencap of the problem areas. If you're baking in an external program such as Xnormal, try a different format. Have you checked that your UVs are correct? It's also possible that it's a bug but use the process of elimination :)
  • acealmighty13
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    acealmighty13 polycounter lvl 10
    Axi5 said:
    I think you're covering everything but it's hard to diagnose the issue without having a screencap of the problem areas. If you're baking in an external program such as Xnormal, try a different format. Have you checked that your UVs are correct? It's also possible that it's a bug but use the process of elimination :)
    I am not using an external program.  The models I've baked thus far haven't had any issues.  So this is odd for me. 

    Eric, I'll check Backface Culling and get back to this post.
  • Eric Chadwick
    Oh also check if the UV is flipped for the missing section. In the Unwrap edit window, go to the Select menu and choose Select Inverted Polygons. Flipped UVs won't bake.
  • acealmighty13
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    acealmighty13 polycounter lvl 10
    Oh also check if the UV is flipped for the missing section. In the Unwrap edit window, go to the Select menu and choose Select Inverted Polygons. Flipped UVs won't bake.
    Turned on Backface Culling...nothing....tried selecting Inverted Polygons....nothing on both the high poly and low poly.  The way it's acting, it should be flipped UVs.

    I also have checked in Render to Texture "Hit only matching material IDs" and I realize at this very second, as I type these words, that the IDs do not match.  I altered the low poly count material ID but never even thought to change the material ID on the high poly model.  I sat at my PC looking for "hit only matching material IDs" so I can type it correctly and not confuse anyone on what I'm trying to fix.  And it hit me.  Like a ton of bricks.  Ha ha ha!

    EDIT:  I post this anyway, not to share how I forgot, everyone forgets something at one point or another.  I post this, because it'll be on the internet now and there have been times I've been needing help and the right answer just isn't easy to find because the post on whatever forum, stops without the poster presenting an answer.  Or a fix.  Or a quick instruction.  So, maybe another will see this post and have that same moment like I did.  Ha ha! 
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