Ok, I found several problems with the model. First at all, I recommend you to check in the "Lock light to camera" to see better the fails: The cage must cover the highpoly mesh completely. You need to extrude a bit more the cage vertices near the chair's arms. Same for the chair's wheels. Need to extrude a bit more the…
hey man, just was wondering if anything changed on the photoshop dialation filter. It use to work great, now for some reason when i try to run the filter it flips the mask vertically and the end result looks really messed up.
I am thinking perhaps quad faces is not enough... What happens if a program uses 8-vertices polygonal faces? If you are using these kind of faces I am pretty sure my OBJ importer will do a nice BOOOOOOOOOOOM!
I'm having trouble importing cages with Xnormal. Everytime it says the number of vertices/topology doesn't match even though it does. I've even gone as far as converting it to an edit mesh so it's triangulated, exporting that and it still doesn't work. Anyone have a solution
@c22dunbar, try to break the cage on the flat borders ( I'm not sure if you manually-wielded the cage vertices there ). Also, normal mapping could require a bit of beveling there as is shown here: http://www.poopinmymouth.com/tutorial/normal_workflow.htm (see the "one smoothing group vs two" figure).
Any blender users here with experience with creating cage meshes ? It seems that almost any modifications I make to my duplicated LP (to create the cage) cause xnormal to complain about vertices not matching up. Displacement and solidify modifiers seem like a no go and manual editing is hit or miss.
jogshy, man....i haven't been here in a while. but i was wondering...i had some probs w/the viewer due to me having two vertical monitors. i was just wondering if there may still be a prob. got some new concepts ready for bakin!!!! thanks for everything mang!!!!!!!
[ QUOTE ] hey jogshy...when i try to open the 3d viewer i get this: (i have a geforce 7950 GT) ***edit, i guess this is because the open GL thingy right? [/ QUOTE ] Yep, is an OpenGL's thing compiling shaders. Probably updating your Forceware drivers would solve it. If not, change the default graphics driver(in the Plugin…
Seems to be a distorsion related to the cage. Did you move the vertices there? See this web: http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm Notice the wobbling effect over the cylinder. That's because the cage controls not only the ray distance but also the ray direction. An advice: render a direction map with…
[ QUOTE ] I've got a mesh from mudbox(~1 million faces) thats crashing on "removing illegal geometry" Any idea why? I've opened it up in another program and exported again(obj) and still the same crash. [/ QUOTE ] What that thing does is to remove degenerated triangles and re-hash the vertices to sure there are not…