well from his video it looks like he is not importing based on vertex ID, rather using the position option. that could be the issue. even though your UV island looks fine inside mudbox UV window it might be messed up like different UV faces in different areas etc. i would just export the level 0 of your reconstructed mesh,…
I honestly don't know what you're getting at with your triangle question. You can't draw two triangles using one triangle like that, since what if the vertex normals, vertex colour etc are different? Using your method you'd have 3 vertices in completely different places compared to the original "two triangles" which are…
The overlaps are vertexes overlapping. When you uv, you are basically flattening your 3d model. You have parts of your model over lapping itself, when it should be completely flat and smooth, it's like a blanket with parts folded over itself. Each uv island should not overlap itself. Imagine uving is like trying to unpeel…
@marks There's also way more to it than the per-vertex vectors matching between baker and renderer. There's whether the bitangent gets re-generated (if at all) - either per-vertex or per-pixel. There's whether the vectors are re-normalized per-pixel. Finally, there's whether they're re-orthogonalised per-pixel.*…
Sorry for the late reply, out of home some days. Thanks coots7 and Mr Significant! I changed it a bit, here a new shot. As for the cliff: The geometry from the beginning is a simple plane. With vertex paint blending of two different rocks (two 1024 tileable textures) and tessellation, to give the relief. Besides, with…
that is vertex position precision. it has nothing to do with textures or normal maps. cryengine optimized vertex position so if you have a object with small details that are further away from 0.0.0 origin then those vertex position are optimized. only way to minimize this is to separate the head and export it as its own…
Well in this case I'd suggest you bake the AO to vertex colors, then bake then either use the model with vertex colors or bake the vertex colors to a map. You'll likely get smoother results and a much lower bake time. They won't be pixel perfect, but you don't have a lot of pixel level detail in there anyway. Also, just a…
Thanks for the feedback guys. Here some updates based on the changes you recommended. I played with the topology of the stairs, wall, bridge and tried not to make it looks so neat and clean. I'm also doing vertex painting but for some reason i'm getting this error on the stairs after i build lighting. Any ideas as to why?…
Computron, it's called radiosity. There's indeed sonething you miss in this timelapse, you have to place a skylight in your level and enable shadows. Then start the process, bake to vertex and like I did adjust the levels. http://wiki.polycount.com/AmbientOcclusionVertexColor#A3ds_Max_-_Radiosity The mindfuck behind the…
Hey Gir not X-Normal advice but to get around the Z-Brush explosion try this.... Export the lowest sub div to .obj Open that in max / any 3d application. DO NOT convert to poly, modify or adjust any vertex positions. The whole explosion is sometimes down to vertex numbers being incorrect Unwrap in Max Export to Z-Brush, in…