@PastyPict Love how the telescope came out really nice work. For the Shadow/AO bake, try lowering the "Spread" and for the feet/base, I see the weird shadows, do you get any errors when baking the lights, etc?
Also check the silhouette of the two meshes and make sure they are closely aligned. It's OK to add a few polys in this stage if it does in fact improve the bake. Try adding some poly details on the sections that have errors and test if it takes care of the issue.
I've been spending hours trying to figure out why xnormal won't bake my textures and gives me an error. turns out it's because you need to triangulate before exporting. This thread has saved my life. Thankyou
That was my hope, to nail down a process for the 90 degree edges that have given me baking errors for a while now. Why is it always the parts that appear the simplest end up being the ones that take the most time? :\ Thanks again Nosslak.
Finally, I've just finish the high poly props. If you see any scaling or proportions errors, please don't hesitate! :) Changement : I'm switching to the new CryEngine 3 SDK for my scene. It will looks more "Crysis" than "Unreal".
I ended up using the fbx exporter from max and just unticking the export tangents and normals. Sketchfab generated normals fine and with a quick look I couldnt tell any normal errors with 3ds max tangent space normals
An image would help, before and after, showing the error you see. If you want to move with a falloff influence, try Soft Selection. Relax is also a mainstay tool. Many people including myself swear by the 3rd party tool PolyUnwrapper.
One thing to note, Quixel is our company, not our product. 3DO only throws that black error when meshes have no UVs. The precision was likely not high enough for a floating point UV interpolation by the software. Glad to see you've resolved it!
I'm not getting any errors, but it won't return anything but the default. I plugged in your code and it seems to work. It might be because I didn't have decimal points in my float? Do I need the "f" after a float value?
You can't look at a normal map as if its a diffuse map and deduct that there is an error. Your normal map looks perfectly fine. Try setting it up with a realtime shader or game engine, this is most likely an issue with vray or your vray settings.