Just to add to it, I tried sculpting out a smaller rock first with the same reference, and I am wondering how to tell if it is a good bake or not just on the normal map so far. (I tend to have issues telling what's good or bad with the exception of the obvious errors.)
unfortunately this does not work so easily, doesnt throw an error, but neither does it reactivate the button. still i am really greatful for pointing me in the right direction. thank you! i will do some more research after having slept, it's late already! :smile:
Use the "Turn to Poly" modifier to make a triangulated object before export. Set the max number of sides to 3. This is a non destructive act(so you don't accidentally save a triangulated mesh) and works flawlessly with fbx and udk. You won't get that turned error message.
Can you post the model with the AO applied and the settings you're using for Scanline? I'm figuring out AO maps more and more so maybe I'll have some advice you could try. Don't worry, the little triumphs outweigh the constant trial and error :)
Mental Ray has (had?) the habit of not ignoring the Lowpoly during baking and hitting it instead of the Highpoly. Try adding an edit Poly Modifier beneath the Projection Modifier, select all polys and hide them (don't hide the object, but all faces) and see if the errors still appear.
Maybe for you this is better The flat part is just replaced with a plane! Sadly I cannot see your original pictures (they show up as errors for me :< perhaps unavailable in my country), but from the pictures that GeeDave reposted they look good! A lovecraftian steampunk game sounds nice :)
It would help to attach a screenshot of the error, and the original DDS file. I don't have CS5, I use CC2016, but maybe it can be reproduced here. Also you could try asking your question here. https://devtalk.nvidia.com/default/board/74/other-tools/
Oops thanks for that :) Fixing the html error right now. As for the normals issue, yeah. For some reason the smoothing groups I have in max aren't importing into Unreal, even though the ASE's are exported with smoothing groups checked. Strange. There's no normal maps, so it's just a smoothing issue.
The AO looks 'correct' to avoid the errors you are referring to either you can paint out those areas or avoid duplicating pieces with different orientation... Hope that makes sense. *I say correct only to mean when you baked it It did exactly what it was suppose to.
I'm just gonna jump in here and say...Please do listen to Perna and Earthquake. They are absolutely correct. Do not edit the normals by hand, if you can avoid it. You are almost always better off doing it the right way first, rather than fixing errors by hand.