fixed. Also, its lovely saying there was good critique which wasnt heeded, but if I knew what I missed, I wouldn't need to be posting. The main gist of crit as I understood it was stoney metal textures, and work more on spec/put more unique detail into spec. I think I've done both of those things with this piece. What did…
little slow as this is a spare time project, the lowpoly and bake is pretty much done. It's not super low, 6735 tris, but meh. The bake looks pretty solid in maya(where it was baked) but there seems to be some slight errors that show up in Toolbag. I triangulated before baking, as i heard toolbag can import with different…
In theory yes, but in practice nothing prevents human/programmers error, as well as user error too :) Especially with the program being updated quite often, and every step of the pipeline having so many possible export/import settings. Back in earlier SP versions the Cyborg Ninja example was completely off in that regard,…
UPDATE: I've been doing some trial and error for the past hour and here is what I've come up with so far. When I export the low poly model in xNormal's file type I set the High Poly model to be hidden (when I exported before I had both models in the scene centered at the origin). It seemed to solve the issue but another…
Btw I came across some weird triangulation issues in xNormal today when testbaking another object. As xNormal requires the mesh to be an editable mesh, before exporting, the editable poly must have both editable mesh and projection modifier, right? However, the editable mesh modifier somehow seems to change triangulation…
so i basically rebuilt the entire front section of the car, as well as the doors in order to get the edge flow better. its still a little complicated, and there are still smoothing errors (-_-) but i do think its better than the last effort. ill get some wireframe shots up tommorow. ive also started adding a few more minor…
Something else to consider is whether or not you actually NEED to have the slats in the vent individually modelled. Could the same thing be acheived with a normal map? If the slats aren't affecting the silhouette and theres just going to be blackness under the slats you probably can just bake it to normal without much loss…
Max 2014 introduced a MeshInspector tool that is active by default. It inspects meshes for possible errors during load/save and topology changes. It does'nt provide an interface except a popup in caser of a detected error ( can be disabled ) . It's even in the docs, but i think the UI references there are plain wrong ( at…
Maya files are essentially fancy text files. Open up the maya file using something like notepad ++. Take a look and see if anything looks funny. In the past when Maya has had issues opening it, It gives me an error about which line is causing issues and I've been able to go in to clean it up... downside is, it sounds like…
If you have overlapping UVs, you should move the extra overlaps -1 u or v in UV space. If you don't you will bake over the same area multiple times in your texture and introduce errors. Where ever you have a hard edge you should split your UV shell there as well. If you do not you will introduce small errors, usually on…