Nvm, I've found the solution in an old thread in the forum, needed to apply a object ID to my floating geo and then set that number in the incl./excl. Object ID parameter of the ambient/reflective occlusion material. :)
I like the left/down version of your color version the most! uhh yes, you should rescale the objects. Just create a dummy human and make sure that all objects fit to it's size
Just making sure! Object space normal maps are indeed very different. Try putting the low poly and object space map in to handplane and use Max as the target -- it tends to work decently for CryEngine.
correction. I get the white outline when the object is rendered against a light background. If the object behind it is in the darker values the white outline disappears... Is it a problem with my alpha? 3DS 2008 Default Scanline
Opps probably should have quoted this Neil doesn't have an object painter script for Maya, there are object painter scripts out there, but the only one Neil has done is for 3dsmax. Everything else was fine =)
Yeah! It's helped! I'm newbie and I need read more about LOD and complex materials( when this helpful or wrong) My objective is a good picture (art). Advise the good program for rendering for this objective?
I have a script here that breaks all wire parameters on every objected selected. You can probably re-factor it it to reconnect to another object. http://dl.dropbox.com/u/2904948/Tools/RemoveAllWireParametersFromSelection.ms
I used an edit of doylle's 3ds max viewport shader found on game-artist.net, which has object space normal map support. UT3 does have object space support as well.
Perhaps try using the bend modifier in MAX? it doesn't usually change the length of an object for simple bends. Also the conform operation will bend an object around a mesh without changing the area too much.
it sounds like you're not excluding the lowpoly mesh from the ao bake in the material shader, if you set exclude to -1 and then in the object property's of the lowpoly mesh set object ID to 1 it should work