Hey folks!
Gettin busy with the Polycruncher for the first time & the initial result looks awesome. Normal and AO maps were successfully baked, so the UVs and smoothing groups all seem fine:
But now the strange thing making me hesitate about moving forward is that once these base textures are applied, I wind up with some strange artifacts on a couple pieces. Its as if the triangles themselves are refusing this world class AO bake:
Now what baffles me is that these artifacts aren't entirely consistent with the wire frame:
But when I turn the diffuse color all the way to black it seems to render out OK:
Any guesses on what gives? I'd hate to keep moving forward only to find out that this .obj isn't pretty in the game engine.
Thanks!
Replies
The door frame thingy in the middle will probably end up being crunched down some more. What's a good number to shoot for this scene? 45,000 triangles?
Having that entrance piece just crunched makes no sense at all. It's such an easy piece to model out in proper lowpoly. Stone and stone walls and what not, sure. But you can get this down to under 500-ish EASY..
Look at this. This is what I would have done.
Stuff like this:
http://www.planetware.com/i/photo/rome-ir1090.jpg
http://www.lgfo.org/0154.jpg
Perhaps if you were going for moss, this:
http://4.bp.blogspot.com/_CrrjYgXWUIw/TK2kOaubPQI/AAAAAAAAAOk/0yddqACfLxE/s1600/The+Old+Mill.JPG