Hey,
Sorry if this is basic and poorly explained, I'm still a beginner.
I have been trying to model a building for a project I'm working on at Uni and I seem to be having multiple issues with my mesh. The first is the materials: when I add a basic texture to my mesh and go into the attribute editor it shows both lambert 1 and the material I assigned to my mesh.
I think this is linked with the second problem. After I UV mapped the object and attempt to bake a normal map in Maya with transfer maps the envelope doesn't show up. I tried exporting the low and high poly as OBJ's to bake the normal map in Xnormal instead and that doesn't seem to work either.
I was told to try re-importing the OBJ's into Maya and received this message: " Your OBJ file contains faces shared by multiple groups. Maya cannot create multiple objects for this file. A single mesh object will be created instead. The OBJ group information will be captured in Maya sets."
Replies
The groups error could be several things, you've the obj import options set for multiple but there's that shared face(s), which should be solved with that import action. It's probably a shared material thing, but did you also combine several objects or create Sets at any point?
edit: You can find existing sets in the outliner, usually at the bottom. From an OBJ import the names may or may not be all that helpful depending on how they were created and imported.
I re-opened the file today to get screenshots of the attributes, and now lambert 1 is gone but I can't get rid of lambert 3 when I try assigning 1...
Here are the UV's for the low poly model:
A few things, since you're learning: The topology is messy for something this simple. Nothing on that flat wall should be there. UVs need work but meh.
The big one is that the normal maps for this won't give you a much of a result at all. The high poly elements are all planar and perpendicular to the walls. If you go to shaded in a side orthographic view, you'll see pretty much what kinds of details normal mapping picks up. The window frames for example, would need to flare out at an angle to have any effect here.