The first bit of that message is clearly about vertex color - caused by trying to bake vertex color when none is present The second is a general message about a lack of data in the high poly. If you named everything wrong and used match by name it could conceivably happen but in this case its irrelevant..
Erm...I know that...I was talking about the 'connect' method...just clearing up why it works on some Vertices and not on others...that one works only on endpoints of Splines, since Splines cannot branch...adding a new Spline with an additional Vertex on top of a Vertex of another Spline is not the same as connecting.
Hey, I just got this error "vertex coordinate too big adjust vertex scale" while exporting my high poly to .obj. I fixed this by resetting xForm on 2 objects I made recently (I used boolean to make them). So, that was my way to fix it.
Added a new wall asset The floor and wall can be vertex painted to add damage Blood decals added as vertex painting stains made the floor look very blotchy. [ame="https://www.youtube.com/watch?v=MxPhmZg8-Jk"]ZBrush 2 - Dwarven Hallway - YouTube[/ame]
That looks strange, you should display the vertex normals to see if they aren't locked for some weird reason ( Display menu > Polygons > Vertex Normals). Yellow normals are locked, if that's the case you can unlock them in Normals menu > Unlock Normals. The small bot design is awesome btw. :)
I forgot to mention that one of the other things I tried with this was doing a face-weighted vertex normal version; whcih ended up being a pretty fun process. Using only vertex colours (no UV's) could be a pretty fun style for an indie arena-shooter. (wireframe comparison)
As a test for me can you do this: Go to Mesh Display > Set Vertex Normal (Options) In the options go to Edit > Reset then apply it. If the mesh goes black, re-open it and change the X value to -1 and apply it again. If it works, perform a merge vertex command and delete history.
No idea about a plugin like that, but I guess you could always try using vertex colours on a grid in Max if nothing else worked... it blends in a gradiented fashion, right? Then bake out the vertex colours to a flat image... I dunno, I'm just making stuff up.
Slum: Every vertex in your UV map corrosponds to an Vertex in your 3d model...now if you break an object apart, as you have here, now you essentially have 2 verticies in your UV to represent just 1 in your model. Does that clear it up?
I would try decimate modifier in blender . May require manual cut in the middle and a few vertex groups for different decimate values . Or just planar mode first. higher angle > more decimated. Well. I would actually just make a vector svg. file in Inkscape or any other 2d editor and import it as 3d shape . Works just fine…