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how this doesn't work ? uvs or polygons ?

AFsoft
polycounter lvl 8
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AFsoft polycounter lvl 8
hey guys , directly to the issue :
i retopologized a high poly model . and i m done with uvs. the normals are correct but this is the result am getting as i am using xnormal normal rendering .
this is my model :

this is my uv's :

normal:

as you can see some polygons are not rendering or in other word - backed faced.
but my model has correct faced or normals in 3dsmax.
please help. thanks.

Replies

  • Needles
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    Needles polycounter lvl 20
    Well idk about your normal problem but.... you can def reduce the ammount of wasted uv space on those boxes by a lot with some smart box cloning.
  • m4dcow
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    m4dcow interpolator

    Open the 3D viewer in xNormal and see if anything is missing. Also reset xForms in max, I don't use max but many of these types of threads are resolved by doing that.

  • RaptorCWS
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    RaptorCWS polycounter lvl 12
    You may want to try using a cage and making sure it completely covers all of the faces of the high poly model.
  • AFsoft
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    AFsoft polycounter lvl 8
    got that working. looks like the positions were diffrenent from eachother and i reposed both in 3dsmax. thanks for replying.
  • AFsoft
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    AFsoft polycounter lvl 8
    Needles said:
    Well idk about your normal problem but.... you can def reduce the ammount of wasted uv space on those boxes by a lot with some smart box cloning.
    if you use unreal engine or cryengine you need these spaces for lightmaps or cubemaps. trust me otherwise doesnt work well.
  • Gilgamesh
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    Gilgamesh polycounter lvl 12
    AFsoft said:
    Needles said:
    Well idk about your normal problem but.... you can def reduce the ammount of wasted uv space on those boxes by a lot with some smart box cloning.
    if you use unreal engine or cryengine you need these spaces for lightmaps or cubemaps. trust me otherwise doesnt work well.
    Use a second UV set for the Lightmap, and then you can do as he suggests for the texture set.
  • musashidan
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    musashidan high dynamic range
    AFsoft said:

    if you use unreal engine or cryengine you need these spaces for lightmaps or cubemaps. trust me otherwise doesnt work well.
    In the case of UE4 this is incorrect(I have no experience with CE) The theory/practical behind unwrapping for texturing and unwrapping for lightmaps is completely different. When unwrapping for lightmaps, coverage and fewer seams at the expense of non 1:1 UV ratio is the way to go. The aim is to have as few islands as possible(less padding) without worrying about distortion or aspect ratio.

    less islands=less padding=less chance of light/shadow bleeds=more coverage=smaller lightmap res
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