Here I have a blockout of the hair ( still to add more locks of hair to give him a messy-hair feel ). With this, I realise some baking-errors on the nose and the ear, so I will use this rebaking step to add more texel density to the front of the head so I could add more details on the texture. Cheers!
Oh thank you, i thought it was just me beeing stupid, just checked out the thread the tutorial was posted in, and noticed my error. Anyhow, let this post be a tutorial on how to post "help me" threads. I think i have pretty much covered anything you need to get help from someone.
Interesting... Sorry to bring up an old thread but I appear to have this problem. Dropping the plugin in 3DS Max 2010 doesn't work. It popped up with error code:127, specified procedure could not be found. Failed to initialize RightHemisphere.dlu Windows 7 64x 3DS Max 2010 32bit on SP1 DeepUV 1.3.0.9 Any idea?
Yep, more islands = more verts at runtime = slower rendering mesh. Also, if you don't use different smoothing groups where you break off the islands, you could end up having normal smoothing errors as well. Use as many as you need, just don't make them without reason.
Looks really close to the original, the welding seams look more like mesh errors than seams tho, maybe extend them a bit towards the bot and top so its more clear from a distance what they are. They also dont seem to connect, looking more like bubble gum that is attached, but textures likely will fix that
Guys, thanks for the answers) Showed it on different sites. There was no clear winner of flowers. Everyone likes different. I decided to choose a colorful version of the T-shirt. To have more attention to the chest. I made a pedestal. Actually, tomorrow I'll look freshly in search of mistakes. And I'll post it in the…
KustomZero> Cool that wood is awesome ! :O so i wont be able to finish village (strating to have no more time:poly127:) i tried today make simple shield without handles... soo many errors heh but i tried baking little more .. :) i will try at least finish some of those shields :) GL HF
Heck, it rocks anyway I shattered a whole city block up with it ready for explosions and I was done before lunch- no errors or weirdness at all. Very tight bit of code. You can still fool it using two concave surfaces touching at either end, but its nothing to split your operand down the middle really.
The bad AO might be from overlapping. If you have any of the uvs overlapping to save space, the AO for each section gets put into the overlapping area, which in turn causes weird errors like that. I usually just choose one set of faces, detach the rest, and bake the AO off of those. Hopefully that makes sense. :{)
If you are having problem with shadows, you could try different lightmass settings. Its under the World Settings. Try this: Static lighting level scale: 0.3 Indirect lighting quality: 2 Indirect lighting smoothness: 0.6 This would affect the lightmass build time severely. But should fix any baked light errors and seams.