Your settings seems to be correct ( btw the highpoly normals override tangent space is not really tricky ... it does nothing if you leave the "highpoly normals override file" empty ). The tangent basis for a perfect weld should show three axis ( one red, one green and one blue ). I see bunches of different tangent basis in…
Hello, water! Welcome to polycount! About the UV problems: 1. Sure your UVs do NOT overlap. If you need to work with multiple UV sets then you must separate each mesh by material and export each part independently. One mesh = one texture. 2. Seems some rays are failing to hit the highpoly model. You can confirm this…
Are your UVs in a strict [0,1] range? Seems the top-left and top.-right corners could be 1,001. Triangles crossing the [0,1] boundaries could be conflictive ( not the ones lying completely outside ). Could be also a good idea to snap-to-pixel the borders. Btw, an advice: give the UV borders some margin for the dilation…
[ QUOTE ] Hey josh, I'm getting that wicked hangup when rendering the AO. What was the issue that was discovered? [/ QUOTE ] In the new GPU AO tool or the typical method? In case the typical one: If you have a Core 2 need to install the microcode patch using Windows Update. Notice the AO can be VERY slow(hours) for complex…
assuming your height map does tile properly, the UV on the plane actually fills the UV space correctly,(which might be the issue if you are getting a black line border) etc A hacky solution: If your heightmap is eg 1024x1024: make the canvas size something like 1100x 1100 pixels to get a buffer around the edge Make 8 more…
Btw Ged.. with a 8800GT and 512Mb just forget all what I told about VRAM. Try to reinstall xNormal... perhaps the ui.png texture was corrupted for some reason and that's why you cannot see the UI well. Also sure you have the latest NVIDIA drivers... the 8800GT is relatively new card so I bet the drivers aren't very mature…
OK...i've taken the plung. i downloaded the newest beta. did a test. i got a normal map right away. however, it looks a little weird. also, i can't get the 3d viewer to show anything. thanks joshy for all your work...i really want to get this going. i'm so tired of doing it in max. here's my problem: OK...fiddled around…
Yeah, I know about ngons... The edge tightness I didn't know tho... Ok, so I made a new low poly (and new uv-set (no overlap or inverted)) and a new high poly... And still I get the same problems.. On a different computer! So it's definitely something wrong with my model, but I have no idea whats causing it -.-.... I know…
Alright, thanks for the help guys firstly. Secondly, makes sense EarthQuake, so the issue would be in the format/information UE3 exports to... which really sucks because there isn't a lot of ways around this(..or is there?) Also, tried epics generator a long time ago and it produces poo from what I remember and something…
The toolkit and the SDK aren't needed really.... although the SDK contains some interesting CUDA examples hehe ( I love specially the nbody, particles and fluids ). Only the 174.55 beta drivers are needed... and notice the good WQHL ones don't support CUDA2 yet. Btw, to compare fairly the speed you need to disable the…