i cant quite figure out whats in that image, maybe diusplaying the highpoly next to the lowpoly ? also dont forget that lowpoly must have a single smoothing group.
Remember you cannot add/remove vertices on the cloned mesh. You can only move vertices. Be sure also that all the lowpoly mesh's faces has UVs ( do not delete UVs in your Unwrap UV tool ). If you're performing a manual triangulation be sure your sequence is: 1. Triangulate the lowpoly mesh 2. Clone the lowpoly mesh. 3.…
yeah, if the highpoly mesh has a base texture on it, and the lowpoly mesh just has some good UV-coords, then somehow the raycaster samples the pixel colour on the highpoly and bakes that down to the lowpoly UVs, with or without the ambient occlusion (could be an option - fullbright, or with AO). kinda like what 3dsmax7/8…
[ QUOTE ] I want to bake ao for different low poly Houses. At the moment i test something about 450 rays, it´s still calculating. I just imported the house as fbx with the parts mapped i need. Windows for exampel are still there but with no UV information [/ QUOTE ] xNormal was initally designed to project the highpoly AO…