Hey guys, I have a problem rendering my normals properly with 3ds max, usually have no problems with projection in 3ds max. But when doing my projections.
It creates those semi-faceted normals basically on the edges of the low poly. And I have no idea why. The realtime render is with xiolul but it does the same thing with anything else.
And it doesnt do it evrywhere, some places are like this, and some others are perfectly smooth.
Thanks a lot for your time!
![ibeTR38H2BKKRi.jpg](http://i.minus.com/ibeTR38H2BKKRi.jpg)
Replies
Could you also post your hi poly? It might help give insight.
the third shot is the low poly with the cage with alt-x cause I had a problem seeing the cage, but with alt-x on the low poly, I could work properly, so that might be the problem.
the last one is the low poly without alt-x,the cage's normals looks inverted and when I look at it from the inside I see that it looks faceted, I don't know if there is such a thing as a faceted cage, couldnt find info on that. Can't uncheck the cage display for some reason as well.*edit: ignore the cage checked thing...I was just in vertex mode on the modifier...sleepy me
I've tried in an other scene, reset the objet and re-doing the projection, but it does the same thing
For the bleeding the projection wasn't final, I was planning on tweaking the cage a bit and cleaning it up in PS.
And the cage isn't really far from the model, so I don't think the problem comes from there.
Cage distance has no relevance, normal direction is what matters. Cage distance is only an issue if its pushed out so far that the cage collapses in on itself.
The issue here looks like unwelded verts or unwelded uvs?
Found the problem. There were some leftovers smoothing group/normal info baked in the object, probably when I exported and imported back from Deep UV. I added an EDIT POLY modifier(it's the first thing that I usually do when I import to make sure it's clean), which resets it (and it's the only trick I found to work) So well...now it works. Anyone knows the reason for baked SG/normals and/or a trick to fix it, even if adding an EDIT POLY works perfectly, even if it's a bit weird.
Butthair // Thanks for your help
resetting xforms will fix any number of weird things so it's always worth a pop if you're after a quick fix...
- i mainly used to use it for removing mid-edge verts and for keeping faces convex than anything else but since I've started having to deal with a lot of stuff imported from Maya it's become invaluable in dealing with normals and stuff.
Sort of off-topic, but does convert-to-poly's "reinitialization" fix objects that have been imported where, like, 3 or 4 faces are flipped? I haven't had the problem in awhile, but a friend of mine keeps running into it; from what I've read it has to do with vertex order. Does convert fix this better than edit, AFAYK?
the difference between converting a mesh to a poly and turning a mesh to a poly is that when you do Turn to Poly the whole object is recalculated as if it were a poly - meaning that hidden edges may turn, normals will be recalculated and so on.
When you convert it faithfully translates the mesh into a poly object.
What I've seen is that meshes (particularly those brought in from other apps ) often have weird shit (technical term) stored in them that is not exposed with a simple convert but that will cause issues when trying to mess with normals - a turn to poly will generally expose the aforementioned weird shit, leaving you with a terrible mess that you can actually fix