Thanks for the response. After much fiddling, I found out the error. It was because I had nodes that was not deleted as history. For instance, the node at hand is "PolyAverage", so when I move a vert, the node is still calculating.
Trying to make a copy of the rig could get wonky pretty quick. I would probably suggest referencing in the rig into a new scene, and duplicating the refrence it. Should give you the same results with way room for error.
Actually, your last suggestion sounds really interesting. Trial and error is your best friend, right? ^_^ Only thing I wonder about that. Would the console command interface show up to the player? That wouldn't be good!
Agree. Why you're seeing this problem... Normal maps are baked using something called a Tangent Basis. If the renderer doesn't use the same basis, you'll get lighting errors. http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Tangent_Basis
Hey guys here is a quick update. Forgive some of the obvious light baking errors, I just wanted to get this out there: I'm going to get lots of telephone lines in there soon, that will have a pretty big impact.
So, it is a high to low bake, then? Have you tried turning off the shadow casting properties of the lowpoly object? It almost looks like a ray distance error... are you using a casting cage, or specifying ray distance?
Looks awesome! theres a tiny error on the left side of the circular button 3rd up on the right. also i agree with turbosmooth, some of the buttons can be pulled up a bit. cant wait to see this one done!
I was really impressed, but am forcing myself to remain skeptical. It really depends on how well the technology works and responds (lag, input errors, etc) I mean look at the Wii... bleh. tons of potential though
thanks, fixed the typing error and changed the picture.. i need some kind of picture there i think. but dont know what.. since its a presentation page there should be something i think.. thanks for yout inpputs..
I let it auto generate uv's for light map. Is it possible that it automatically makes overlapping is there anyway to make it just copy uv's from channel 0? I get no errors or warnings about uv's when building