Hi there,
I have a little problem here but no idea how to solve it! I have my low and high poly model set up correctly, the cage is allright too. As you can see on the picture the righten eye is rendered in an absolute strange way. I checked the normals of both models, rechecked the cage, reset xform and so on... but the problem still remains. I have no idea why max renders it this way. And it starts to get annoying! Maybe some one can help me out here! This problem occured on my last model too. There I just mirrored the texture parts but this time I want that Max renders it correctly!!! btw: you can ignore the ray miss checks and the mirrored geometry parts...
Thanks
Miguelito
Replies
Might help to paint an arrow to the problem, or draw a circle around it.
Did you push the mirrored UVs out of the 0-1 UV space (or otherwise tell RTT to ignore those faces)?
Thanks for the fast answer
Miguelito
Miguelito
Miguelito
Smells like a cage issue, maybe caused by a need of a reset Xform on the low model... maybe :O
It's just a simple highres model so dont blame me for that
Miguelito
Ultimately you might have to re-mirror the mesh, (his) right mirrored to make (his) left.
Oh also, could it be the W coordinates are fubar? Try flattening those to 0. Shouldn't affect the casting, but you never know.