i cant quite figure out whats in that image, maybe diusplaying the highpoly next to the lowpoly ? also dont forget that lowpoly must have a single smoothing group.
Remember you cannot add/remove vertices on the cloned mesh. You can only move vertices. Be sure also that all the lowpoly mesh's faces has UVs ( do not delete UVs in your Unwrap UV tool ). If you're performing a manual triangulation be sure your sequence is: 1. Triangulate the lowpoly mesh 2. Clone the lowpoly mesh. 3.…
yeah, if the highpoly mesh has a base texture on it, and the lowpoly mesh just has some good UV-coords, then somehow the raycaster samples the pixel colour on the highpoly and bakes that down to the lowpoly UVs, with or without the ambient occlusion (could be an option - fullbright, or with AO). kinda like what 3dsmax7/8…
[ QUOTE ] I want to bake ao for different low poly Houses. At the moment i test something about 450 rays, it´s still calculating. I just imported the house as fbx with the parts mapped i need. Windows for exampel are still there but with no UV information [/ QUOTE ] xNormal was initally designed to project the highpoly AO…
When you were using xnormals cage files- Did you load the ovb file as your lowpoly and click the "use cage" button? Do not attempt to select another cage mesh after doing so as the ovb contains both the cage mesh and the lowpoly. I use xnormal made cages frequently and haven't run into any problems.