It depends. It depends on how I want the model to work - is the model a free sculpt where I build the LRmesh afterwards, or am I constrained to reusing pre modelled, prerigged models. I'm unsure what errors would prevent you from baking though?
I'm about to get a new one this weekend courtesy of the best buy replacement plan. It hasn't crashed but the drive doesn't always open and I get a few too many disk read errors on brand new games. So upgrading to the elite this weekend. YAY!!!!
Thank you! Really valueble information :) Yeah, i feel like once you go high res you struggle to fix propotional errors. Found out also that a problem might be that i look at to many different reference pictures... Thanks for the feedback, means a lot!
idiot, its not wrong to ask questions about this kind of stuff, and it has nothing to do with insecurities. I want to learn and I've always come here as a place to learn.You don't know how I study and you don't see me in school so don't make assumptions. i always saw this forum as a great tool, and to reply the way you do…
Judging by the error logs, the issue seems to be with your HP right? Also, based on your 2nd screenshot it seems like a UV shell in the bottom right is slightly outside the 0-1 space... Thus the big empty grey square to the right of your UVs in 2D view
Hey. I just tried the chamfer 2 node and its giving me a lot of errors. Also, back to the curvature method topic, the use average normals checkbox does nothing so I used a manually smoothed version for testing, and that one bakes curvature fine.
I did get CSXSLibrary-2.0-sdk-3.4.swc in the right spot and it compiles with no errors, but still I can not find any tuts that do not use Flash Builder. I have gotten ExternalInterface.call("") to work with Flash itself and Unity, Photoshop seems to be another beast.
Or do bakes when you have stuff to do, like make dinner, take shower, sleep, etc. Also always do lower rez low quality ones to make sure the settings are okay. a 256x256 will show you if you have any major errors.
the fbx setting are the default one ,only that export as fbx 2009.if i export as 2010 or early it give me a mdl error when i try to upload.But as i said i don't think that the problem is from the export because i exported the default head and it was ok.
The bakes are done, minus some minor errors witch will be fixed soon. We tested out the new Handplane Baker with no cages and the bakes turned out quite good. Time to see how it looks in-game. Ingame model with unlit shader and no normal map Bake comp