Just to make you aware, painting out baking errors on your NM is very bad practice. NMs are not like other textures. The RGB data is encoded/decoded in the texture. You might have got a result this time but it is a bad habit. You're better off learning why NMs work the way they do rather than hacking your way to results…
@Titus S: Thanks for pointing that out. While I did not amend the error in this model, I will take note for the next one. The thing is, I do not know of an easier way to edit the model after I've done unwrapping it. (Detaching, rotating and then attaching back the hand seems to be the fastest method, but this will destroy…
The comments above regarding too many abdominals, it is suppose to be one single sheet on the lowest muscle group. It just got groved in because that is where I seperated the mesh into different polygroup and when I masked it off and moved things it created the line. It is smoothed out in later version but I do thank you…
The lightmaps won't strictly conform to your UVs, they get compiled into a crazy system of atlased lightmaps. I don't see anything wrong and I'm assuming there are no overlapping UVs either. One piece of advice is to not push your UVs right up to the edge of the texture though, UDK doesn't tend to like that. I don't think…
ugh, so i loaded the dirty prefs on the ATI card and I get that error still. when i snap to legacy view port then back to 2.0, it fixes it self, but it will come back im sure... were diffing the 2 preferences right before and after i swap to legacy and back....and yea i did try all those Saf plus amny more....
Hi all. I tried OBS and found it extremely fast with very low CPU and memory usage, however in order to get it fast and efficient you have to make some changes in the settings. After several googling, trial and error this settings are working best for me. Please check the screenshots below, this may save you couple of…
Well...the spots where your high poly geo stick out of the cage are probably causing some wonkiness. Do you have ray miss check turned off? Pop that on and you will likely get errors there. That is potentially the cause of your AO wonkiness. Your cage needs to contain your hp model, the cage represents the limits of…
Your fire hydrant high poly looks like just a smoothed version of the low, which is one of the main reasons you're running into smoothing errors. In this case you'd benefit quite a bit from focusing on a really clean high poly first, and then creating an optimized low poly with different topology afterwards. *Whoops, looks…
Still having some trouble. If my walls/ceilings interpenetrate each other, or are covered, I get real-time GI bake errors. I have to fix the models by removing all the overlaps, and making it completely watertight. I didn't have to do this with Beast in the past, though the texel resolution is a lot lower now. Curious if…
It would be cool to have a Save Project As button. My project just glitched out hard and now I'm debating whether to Save Project and reload to try and bug fix, or just to close it and start back from much earlier just so that I don't maybe accidentally save the error in. If I could save in iterations I could more easily…