Yup, these things get dang gone big and gets even bigger when you try to make a solo game, idk how people do it, perhaps they do not care to redo things at a point. Congrats on sticking to this, neat to see it come together, you have revived the gina.
Hi, I have a problem with max 2012 after baking a normal map texture is not auto updating in viewport reinstalling max and dropping all the settings to default does not solve the problem can anyone help me?
Normally I would recommend screen space reflections, but even that's probably too expensive for your hardware. Mobile is pretty limiting, especially when you need to double the rendering cost for VR. So you'll probably have to get creative to solve this. I would simply make the floor matte instead of reflective.
Dynamesh will fill any holes in your mesh. solution is to either let dynamesh do it or if you want control over how the mesh is solved, do it yourself in max.
AFAIK everything in nCloth solves per-vertex always. Even if a given vertex isn't interacting with something, it's still part of the calculations and can slow the sim time down.
Hey there, How did you end up solving this? I'm trying to do something similar to Marvelous Designer's "animation" sims not just static poses. Any luck?
Problem solved. After two days... Problem in opacity of hipoly models. If change hipoly model textures opacity to 100 - normal maps bakes ok! It's strange, but true.
I'm pretty sure that tumblr post originated on Scientific American anyways: http://blogs.scientificamerican.com/life-unbounded/2012/03/15/mass-effect-solves-the-fermi-paradox/
I'm have a question , how you bake a normal maps from this hp models without wierd staff going on at the edges? I'v that problem and no idea how to solve it:/