I wanted to give a non tiled texture because I wanted to capture all the carvings and normal map blocky look of the original high poly mesh , the low poly I could surely ise a tile but wouln't look that good or detailed ..... Here is how the Uvmapping and distribution of checker pattern looks in3dsmax and with the non even…
Here is a picture of just the low poly with over the normal map and the occlusion map , now I made a fast renderbake with 0 aliasing so this is why u see a lot of jagged but , it shows how in the intrusion areas , some artefacts appear that according to the model high poly and low poly and the uv , altough judged sloppy…
I used the ray distance calculator and I get those results ... LP_.obj fmin 0 fmax 97 rmin 0 rmax 354 here is the result , I guess a little better but still there are some issues as you can see ... btw the uvmap of the model I am using is a little bit different from the one u have downloaded because I fixed the issues that…
Well ok and how shoudl be done to be good and working in xnormal? I do not know much topogun as I am tring it for first times and I used only create the vertex , and faces and i have united them all without caring much for quads as far as I know for a normal static mesh is not needed . so what's the not good? Also the…
the problem Is that as long as I could thingk there shouln't be any problem , I have tried all the ray settings , I have checked the normals directions , there are no instrusions or backface hittings , the uvmap to me seems fine but I am open to all ctritics , I have even redone a test with a completely different uv pelted…
Hello , I have made what I think should be a pretty simple shape ... you can see here a topogun screenshot of the high model reference and above the lowpoly that fits perfectly on the high poly , the general wall baking comes out well but the windows intrusions do not so I detached in uvmapping and pelted and relaxed…