Very helpful link, thanks Snowfly. It answered my texture question completely. However I couldn't find a definitive answer to my geometry question. A bit more research or just some trial and error will give the answer probably.
If you are using 3ds Max it helps to apply a "STL Check modifier" to your collision mesh it checks the mesh for errors like holes, double faces ect... Just make sure to collapse the history stack before skinning or exporting.
A clean front and side view wireframe (no hair) can help get a better technical crit. Female faces are hard enough as it is, a perspective view with hair polygons all over it doesn't do much for crits, but great for hiding errors.
Well after trying for around seven hours yesterday it worked first try today. The refusal error was taking around three minutes, and it accepted it today in four seconds flat. I guess something was just plain hokey yesterday.
Get more RAM. 16gb for rendering is really really low and will cause these kinds of errors to occur often. The official min spec is 8gb, but that will only allow you to launch Max and render an empty scene. https://docs.chaos.com/m/mobile.action#page/60096786 V-Ray eats RAM like crazy, especially with 4k textures. Better…
Yeah you could split the chains into two separate bake groups, alternate every other link in the chain, then you won't get those intersection errors. You could probably use bake groups in a few other spots too.
Maya lets you have non-manifold geo pretty easily and you'll get a ton of errors with it. It's also hard to fix. Maybe you can try the quadremesher plugin as an intermediary step before beveling, so any problems are fixed.
^ Alongside daily branch build error checking, I'd say the core dev team will sort those issues out for ya in due course and btw dropping some coin is always helpful mitigating the process further as well...jus say'n : )
Thanks for the response! In order to fix those lighting errors you are getting on the last screen you need to add a light propagation volume and in the light options select the Irradiance Volumes option. Make sure the lights are inside the light propagation volume
This varies quite a lot depending on the phone and the shaders you're running. Polygons are quite cheap, so it's probably going to involve some common sense and trial and error. But a good few if not tens of thousands of polygons are probably not going to cause much issue.