This is caused by a triangulation mis-match. You'll need to triangle your mesh when you export it (before you bake). When you use quads or ngons, different applications may triangulate the mesh different, which causes this X shaped error.
Revel> Ok I see. So the normal map functionality was correct before? But your geometry normals were inverted? And you are sure this is not an error on your end? This behavior is consistent on all models you try on? Good to hear that the UI is better now.
It turns out it is a bug. Already reported. And to make it work you have to add autoLayoutOnResize:true for each rollout for embedded in subrollouts or to rollout floater when your rollouts are not embedded. This additional option will cause compilation errors in every previous Max version. YAY !
I tried to open this python script in Maya 2016 and it gave me back : "# Error: line 1: unexpected indent # " This tool looks cool unfortunatly i can't try it :D I usef to work with rapidrig which is an amazing tool for bibed !
@BARDLER The highpoly has pinches as well unfortunately D: The cylinderical objects in the back are prebaked because Max was giving memory errors when baking that many polys. As for the baking process, everything was put together just like the highpoly to get an accurate AOS.
Here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/Vertex_Weight P.S. I have never used it for Dota 2 so I'm not sure if there are errors using this method or not, but basically this is how you can adjust the weight of vertex groups.
hi, the cage has been set to cover the new floaters, and i attached them to the current hi poly substance painter has given me the error "mesh bitangents are invalid" i dont know what that means or if it effects marmoset too?
Maybe the small pictures are an upload mistake sometimes sites tend to fart out due to HTTP errors with image formats? If not, I hate it when people do this in their portfolio's (EI: putting up the material and the looks of it, with a really tiny, pointless node setup).
Not sure what you mean - you can setup several HP meshes in xnormal, ie include a plane or cones or whatever to occlude your mesh. Blockers are intended to stop raycasting errors from occuring, in areas like between fingers, IIRC.
This is looking really good! Tho in that last turnaround...yikes the shading errors around the ears are pretty bad. Might wanna figure out some way to minimize that. Also the hands look like they may be just a bit too for a man of that age & build.