i tried stationary also but the result is same dark scene. for wall its just a cube with planar mapping on one face can that might be causing error in lightmap overlapping?
At that size I can try it if you wanted to throw it on dropbox/google drive/whatever. I was expecting the usual 4GB file error people commonly got with 4R4 and layers.
Making it end at the surface is generally better than going thru it, since it also helps avoid z-buffer artifacts. But it's definitely easier just to leave it as-is and paint out the errors.
@Stradigos - the lcSkinShader should render fine with the Maya Hardware renderer like any cgfx shader, if you are getting a specific error let me know and I'll try to fix it.
You can model, uv, and use smoothing groups in certain ways to avoid normal map shading errors, but if you have a synced workflow, you do not have to do that.
Thanks guys! This is FINALLY fixed! It turned out to be a CS3-CS5 specific error and the fix will be made available as of 1.7. Huge thanks for reporting this and really sorry about the hassle. - Teddy
I'd probably model him lowpoly first, then extrude his belt-line down to become the coat, on top of his pants. Will that give you shading/smoothing group error ?
It could be your color ID. At any rate, this is certainly an issue on your end - you'll need to investigate the model and determine if there's any error in the mesh, the baked textures, or the UV layout.