This was just and example of the issue. I just wonder if there is some way to paint with more freedom because when i work i must let less detailed the places near an uv cut to avoid this error and some times this is very anoying. I will take a look to the Poly Wiki, i didn't know this place on the web. Thanks
after abandoning fbx for obj, i still get bad results: xNormal appears to be ignoring the hi res geometry completely. I also get this error alot, even tho I can't find any problems with the UVs in Maya: any ideas to address this? for the time being I'm going back to Maya/transfer maps...
Basically what Noors said, I never work with a high resolution dynamesh because you have no access to lower subdivisions which sucks for smoothing and making large adjustments to your mesh. Projecting can give you errors but you can usually resolve them by smoothing the broken parts out and projecting the mesh again.
I would boost it to an ungodly amount, something like 2048, just to see how much it affects the scene. If 2048 fixes the lighting, then you know it's a light map/ light bake error. If not, then we know it's something else. Also, can you take a quick screen of your second UV channel for the light maps?
I know it'S been asked, but is there a version for Maya 2014? Or is there a way to make this work in Maya 2014. I get "Unknown File Error" when I try to load the shader into Hypershade. Could someone (if it works in 2014) describe his workflow to get it in Maya? I need to work with this shader yesterday, and can't wait to…
Trying to set up this chrome material in UDK, which is explained at [ame] http://www.youtube.com/watch?v=C1Zh3qDyXOY&feature=BF&list=WLBBC2B16734445401&index=1[/ame] ..but I'm not having much luck. I'm pretty new to this sort of thing and I don't get what the error is referring to. Can anyone help me out?
Are you baking from a high poly model? At least you don't have anything in the "High" on your "Bake Group", which makes me think that you're having these errors in the first place, because of that. EDIT: Also, one advice. It's a good habit to have an organized scene with proper names and all. On the outliner hierarchy and…
You can check this thread i started http://www.polycount.com/forum/showthread.php?t=147661 There's no easy way to work with model that has no normals map baked for high poly to low poly. I personnally work with curvature map that i paste in the custom mask folder (when dynamask is open) . It's a lot of trial and error from…
@SleepingGiant Thanks! Its quite a bit of trial and error currently but I'm still happy with the progress! I still have 8 weeks left and I'm hoping I can use that time to fill it with a load of narrative, like hearthstone cards and quest posters. I think I'm going to have a lot of fun with this project :)
I downloaded your files and created your project but I did not get this error. I created the project with the "uncalibrated" profile and non of the checkboxes ticked, 100 resolution and textel desity at 1024. Are these roughly the same as yours? Trying to figure out if something in the base creator is doing this. Does it…