So, I did the high poly sculpt, exported that as an OBJ, made my low poly and UV'd it, also exporting it as a .OBJ When I put everything in xnormal, this comes out: If it's any help, the high and low poly look like this: halp plz
Thanks a lot for the help guys! Unfortunately it appears even worse than before :( I got frustrated for a while and tried to re do the proccess of unwrapping and exporting a bunch of times, but I'm afraid I might have effed something up...
In max, add a Turn To Poly modifier on the top of your stack. Check the box "Limit Polygon Size" and set the "Max Size" to 3. Export that. This is called non destructive triangulation and will prevent you from making the triangulation permanent. We do this because the .obj export will compute how the triangles are arranged…
1. Break your uv islands on hard edges of about 75 degrees or greater. (exceptions do exist) 2. Set your smoothing groups by uv Islands (use a script) 3. Force triangulate your model before you bake. 4. Never modify your low poly model after you bake. If you do, rebake your normal map. 5. Always view your normal map on the…
I had to optimize the low poly because Dota has a 400 poly limit for the particular hero this sword goes on. When I took the low poly from zbrush, the thing had about 538 polys, so i had to cut some edges quite a bit. Is that what's screwing me up?