Which kind of output format are you using? .OBJ, .SBM? And what program did you use to export the file? That error usually appears when the 3D modelling program you use writes corrupted data to a file or it has non-consistent UV data. What's happening is that some faces in the mesh aren't UV-mapped. Are ALL your lowpoly…
The problem with n-gons is that some applications allow to make non-convex faces or faces with holes in the middle(they store them as a list of coplanar triangles)... instead of triangle fans. n-gons can be very slow to triangulate if triangle fans are not used. The modelling program you use knows better how the n-gons are…
Ok, what I see the 3d max bakes normal map without artifacts. I dont know why xnormal goes crazy and make artifacts for me. I haven't got flipped normals, if you mean by that the normals of the faces. And I don't have flipped faces. I have all the HP mesh inside Cage. I'll try bake the Object Space NormalMap, and then I'll…
>>xNormal is that apparently every vertex index must be the same between the lowpoly and the >>cage; having the same number of vertices is not enough. Is this correct? The cage musty have the same TOPOLOGY: 1. Equal #vertices and #faces. 2. Same indices for the cage<->LP faces. In general, once your lowpoly is finished,…
So far it (with the smiley face of next-genishness) hangs on waiting completion. It has sat at this stage for 10 minutes now the progress bar hasn't even started yet.
I've been having this issue with most of the models I bake in xNormal. I get these triangular artifacts on the faces. EDIT: Turned out to be a smoothing groups/normals issue.
[ QUOTE ] ATI Radeon HD 2900 XT with latest (7.9) drivers. [/ QUOTE ] Btw, shadows + OpenGL + Radeon 2XXX are broken currently(does not work with the 2400, not sure about other models). It's an ATI bug in the Catalyst, they are working to solve it. Should work ok using Direct3D tho. [ QUOTE ] so I'm looking at them mow in…
Ah yeah true, true. Was just hoping it wasn't the issue since the faces that had the original verts were the same, but that was wishful thinking I guess. Damn Maya for not having the Push Modifier!
Ok, question of the day: how to bake this: I tried to bake with and without cage. I tried to uncheck Discard Back Faces. I didn't tried bake this in Max yet. Any ideas ?
Your lowpoly ( aka LP ) mesh must be UV-mapped in order to make a texture bake. Opening the mesh in Mudbox won't tell you what's wrong really... unless you open some kind of UV editor :poly121: If your mesh have UVs then perhaps the problem is that you're using several UV sets for your faces. xNormal can currently work…