I keep getting this memory error while trying to bake from high poly to lowpoly, even after a full cpu restart with no other programs running. I have 2 gigs of ram, intel duo core 2.66ghz cpu. My high poly is about 3.7 million tri's, could that be the problem? In my baking settings I have active Light Tracer and Enabled…
1) you probably subdivided way too much, bust it down a level or two and see how it looks, if there isn't that much of a detail hit, try using that. 2) You can break it into seperate pieces and export each piece and bake them separately. 3) Be wise with your sub divisions and pieces and you'll avoid these types of problems…
25 mil? what I can barely get 300k to import/run properly on similar specs, no idea how it would handle 10 mil let a lone 25 (though I saw some of those epic renders, no idea how they got that in max running well)... maybe something is wrong with my software...hehe
yes 3.7 million and it doesn't even look good because I'm such a noob. Heres a slightly offtopic question. When I sculpt stuff in Mudbox, how much should I subdivide stuff? like say a prop? When I was trying to sculpt my prop, it looked nasty at the lower levels so I kept subdiving, but maybe its just I'm not experienced…
3.7 MILLION TRIS??? Inside of MAX??? That's insane! Try XNormal for the bake or there are a few work arounds in Zbrush for such a thing (I'm assuming you got your HP from a sculpting program).
just an update, I've kinda found a solution to my problem.. I think I had one of my raytracing settings wayyyy to high :) I'm baking fine now, thanks for the replies
you might try importing your high res in without texture coordinates. I have had some success bringing really high res models for baking into max and have no probs. Gone as high as 18 million tris in max 64 bit with no prob. With texture coordinates on the high res it didnt like the same model plus the file size was a lot…