Okay so let me get this straight. I export my high and lowpoly, triangulated. I then import my lowpoly that is triangulated and then make a cage off of that?
all is exported as obj. I never triangulated the lowpoly before I created the cage, but I did triangulate the lowpoly and the cage at export, so does that count? And all my obj's export with a material, how do I turn that off?
Edit: Okay so I've attached both the handrest and the seat to each other for both the cage and the lowpoly. The highpoly, lowpoly and the cage are all triangulated. The lowpoly and the cage have exactly the same smoothing groups. In XNormal I have added in the HP the LP and I made sure to click 'Browse external cage file'…
Okay so how would I do this? I have objects that are clipping, for exmaple, the 2 wooden blocks nailed on the window... so do I explode everything? Or do I just make the lowpoly, non-exploded and just make a cage out of that? So far the base of the model wasn't very hard to make a lowpoly out of. Simply deleted…
Hey, so question, do I need to triangulate the highpoly too? Or just the lowpoly? Since I'm getting horrific shading issues when I triangulate the roof of the highpoly. This just gets confusing and confusing by the minute. Complication after complication huh. :/
Hey, about my outhouse project.. I've tried to bake a normal map in XNormal but I get an error saying the cage doesn't have the same amount of vertices as my lowpoly. I have no clue how the vert count could have changed? Any help?
See, thats what I probably did wrong. I decided to test out if XN likes .fbx or not and I realised it does. So I tried the method and now this is what I get: .fbx options: XN Highpoly: XN Lowpoly+Cage: XN Baking Options:
ahh, I've ran into a problem. I converted my highpoly mesh into an editable poly. So the turbosmooth modifier is applied onto the physical properties of the mesh. >_< I'm going to have to create all of it except for the shed again. Not hard but tedious. :/ To make the lowpoly mesh, I delete turbosmooth and the supporting…
Okay. I understand the UV'ing part now. All the planks are there it's just that they're overlapping. One thing I wanted to clear up with this workflow is... smoothing groups. So edges that will be hard or soft are determined using the highpoly's smoothing groups? So that means that the highpolys smoothing groups will have…