That's not what I'd call a pinching error; regardless, what's happening seems to be that the Maya's transfer maps is casting rays according to your game mesh's normals, which have explicit normals, thus resulting in the "gap" when the normal map is applied to the model. Separating UV shells on where vertex normals are…
ran an stl check on it and cleaned up any errors on the low poly. Also ran it on the high poly, the only errors on it are some open edges. Exported both again after cleaning them up and still have the same issue. I tried exporting as a 3ds an obj and an fbx. The obj is the only one that works for both meshes. The low poly…
Refusing to return emails for five months would be one hell of a misunderstanding. From what I've read, Wreck was about as polite as anyone could be in this situation. He didn't storm in here accusing Neo_God of stealing from him - he explained it pretty calmly and just asked for help. Should have done it without posting…
Whaaaaaa? No, really i have no idea why someone would ever tell you this. You generally want have the normals on your lowpoly mesh averages(ie: soften edges) and only use hard edges when you run into smoothing errors. Theres tons of into documenting normal maps and how they work if you search or browse the stickied threads…
Thanks for the reply! Hmm, so should I be using smoothing groups then? I tested that too at some point, but currently I'm not using them. Instead I've been separating UV shells pretty liberally, as it seems to help at least in the tight angles (like 60 degrees and over). My setup is pretty basic - there's a low poly object…
I'm not sure how you are modeling the high poly, but there are a lot of details that have such tight edges that you are not going to get really any sort of normal map detail generated from them, because they'll likely be smaller than a pixel. The front panel with the 4 insets, looks like you just hand modeled that (didn't…
If the mesh is bound to the skeleton and this is working in maya and the export settings show that you are including the skins then the next place to check is app you are importing too double check the import settings there most likely it's just a human error somewhere, like you exported to the wrong place and keep…
Ugh sorry I misspoke, it the cage has to be as close to your HIGH poly as possible without going through it, not the low poly. The raycasts from your cage have to hit the high poly, if your cage is going through it then they will cast through the mesh and pick up the first thing it hits meaning you could get a hand on a…
I am going to hit this real quick, (I just don't have the time currently) your rocks are way too soft, and, what I see is a very common error in making rocks... have now become mashed potatoes. I have also, never seen a rocks look that muddy texture wise. I looks to me like your guessing, (common error) at what a rocks…
Okay, so I tried switching the engine to SSE2 in Designer and seeing how it compiled in Designer, and it looks exactly the same. Furthermore, I created an oil drum asset and compiled the sbsar for that and it worked perfectly in Marmo and UE4. I compiled it using the D3D engine. I'm not sure how this could be a problem…