So... Without the normal map, this one didn't show the error either. But once I applied the normal map, the seam appeared. Then I tried some another normal map, and the error was showing again. Then I tried to adjust the value position of the normal map in the material, and it fixed it. It looks like the midpoint of it…
agreed. this is why i will never make any anatomy reference figures myself because even though i can see errors on this particular model i still know i am not seeing so many other errors. i mean i can tell there are way too many errors on the model but lot of the issues i cant explain properly with exact muscle names etc.…
Ok I got the error figured out (sort of) I noticed when I was exporting my obj I was exporting more than I needed so I unchecked everything except for "smoothing" and that did the trick. I don't know why exporting stuff like groups, materials, and normals was causing this error (my guess is the normals) Thanks for the…
Note! The problem of the UV error is now fixed by making an other but same material as the old one and then assign the new material to the object. Since I don't know what actually happened that the problem was caused, I am going to change my method of creating roads (described in the last post) to another one. Because I…
Woah! Did not expect that!! Thank you! Feeling a bit ashamed as the network is very messy right now :s BTW, if you dont mind, I am trying to implement PCSS shadows from an nvidia sample. One of the problems I am having is that I cannot solve this compile error (Again, I am no programmer, just starting to learn something).…
I think for a final year project this is fine, but right now the quality is far from what it should be if it's meant to be a reference for other artists. You need to look at a lot of actual scans with better quality than your skull if you want to improve this considerably. Otherwise all errors, blurry parts, errors in…
It's not bad, but there are some things that could be improved. -For a 2k texturemap, you have some very blurred spots on your model (for eg the grip). -There are also some smoothing / baking errors going on (http://i.imgur.com/PpLrDRR.png, the black edges). Make sure you have different smoothing groups / hard edges in…
That should be relatively easy to fix up then. The light build results window just tells you which meshes have UV errors and what type of error. If you aren't creating a seperate uv unwrap on a second channel (UV1) for lightmaps then you need to do that (exactly how depends on the program you use). Simply, any UV…
Nother bump here. Any plans on updating this for Maya 2016 ext2? I just messed around with the plugin (which is fantastic, by the way) and ran into some issues with objects showing up twice in the export list, as well as not being able to remove objects from the list on occasion. Here's the error I get: # Error:…
Take your low poly in your modeling software. Say maya, Enter the texture baker, select envelope and set it to 1 or so, exit the baker and find the envelope mesh. Take that out of the group from the Low poly. Triangulate the low poly and envelope, export both and make sure your low poly is UV mapped and does not have any…