Did you use the ray distance calculator and are your models aligned with eachother? Seems like you have some geometry interference. You can check in the 3d previewer, there are options to view the low and high poly model.
i used ray distance calculate but i wasnt sure if i had to input this values or it did it itself and geometry interference right and if i did view it in 3d previewer but it may likely crash
how do i align them more appropriately
or should i just import each piece seperately and combine two of each map together?
If you have multiple meshes intersecting, then yes i'd suggest importing separate pieces and baking them individually and combining the maps afterwards. You'll usually get a much cleaner bake that way, but it does take a little longer. Or you can explode the mesh. Personally, I make several pieces and center them out to 000 and bake.
FFUUU insta crashed max importing the axe head..... what else can i do? and also the problem i found hiding other parts was the UV map, how do i make sure it stays intact when i detach and reattach the handle for example
Yeah, it's not the most effective method and does take longer. I know there was a thread about baking by material id's and some exploded mesh script renderhjs was working on.
try using a cage maybe instead, sometimes you just can't get away with ray distance values.
always bugs me when people blame the software when it their fault and don't understand the workflow, also would of been better to post this in the xNormal sticky thread....sorry in a bad mood, try the cage
1. Use cages. Uniform/constant ray distances are only fine for very simple objects like boxes or planes. Organic models require usually to use cages or ray blockers.
2. If you have multiple meshes casting shadows over other or many floating geometry then explode the model as Earthquake said(two frames, one collapsed and the other exploded).
can you guys explain to me what i have to do to explode the mesh as i havent heard this term and as to blaming xnormal i know its not its fault i was just wondering why it made the mess i knew it was probably down to me as i was just clicking around
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how do i align them more appropriately
or should i just import each piece seperately and combine two of each map together?
this seems like a really big waste of time to me.
Just set up some keyframes, 1 frame normal and 1 frame exploded, and move your meshes, then you can easily switch between un/exploded.
Separating into lots of different little meshes and doing many many bakes and then combining all is a super huge waste of time.
always bugs me when people blame the software when it their fault and don't understand the workflow, also would of been better to post this in the xNormal sticky thread....sorry in a bad mood, try the cage
1. Use cages. Uniform/constant ray distances are only fine for very simple objects like boxes or planes. Organic models require usually to use cages or ray blockers.
2. If you have multiple meshes casting shadows over other or many floating geometry then explode the model as Earthquake said(two frames, one collapsed and the other exploded).
1) i updated teh UV's and then forgot to re export
2) i realised this is where my handle and head intersect
but the blade part is still....missed but that isnt Super Crucial
id just like to know what it is to explode meshs and how i do it