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