My power supply has two 6-pin connectors that were both plugged into the card. So I guess the card is faulty? Don't mean to make polycount my personal tech support site, but the EVGA website is returning a server error when I try to post on their forum/submit a ticket. Very frustrating...
The reason is that you are supposed to name your map and package differently. With both having the same name (.upk or .udk does not matter here) you'll either get an error message on startup or your assets are located inside the map file which you can't save via the content browser (but via the main menu bar).
fixed issue (I think so) with RTT not working anymore after you used either the AO or some of the map render types from TexTools. (I think the issue was that I set the ...bakeEnabled = false; after the bake, and that option is not availbel in the default 3dsmax RTT window). This is an error that the older version had.…
So, after a little bit of try and error, I created a new mock up. I thought I was further, but in the end, I did like my last mock-up. So this is my new one. Any ideas? Suggestions? Rendered in 3Ds max with a skylight, so sorry for the bag quality. Needed to be fast.
great character. the normal bake however looks like has lot of vertex smoothing in it and not really receiving proper normal map. this usually happens if the mesh is not triangulated or the bake is not using proper tangent space. i see these errors specially on the bullets, jackets cuffs, ends of the hair locks and the…
Flare gun: Winchester 1895 with a wacky scope: Said scope: Webley-ish revolver: Some art that a friend did that I'm modeling a character from (I hacked a few pictures together in photoshop, which is why there are weird errors all over): My initial progress on that character: Current state of that that character: The…
Sorry I didn't see this earlier. You already have it baked and low poly so wont go into the anatomy errors, but I think you over saturated the textures a bit. You don't want to muddy it up and lose the hand painted details. Find some contrast. Great job getting to this stage though!
I subdivided the model again, and the noise applies perfectly now. Not only that, but exporting the .obj and baking the normal map on xNormal works fine as well. I have some normal map errors, but I should be able to solve that issue on my own. Thanks for helping a noob out, and I'll post if anything else comes up.
The first error is harmless and can be ignored. The selected region thing typically shows up when clicking into the render view window, maybe with a tiny drag. Try dragging a region out in the render view, then single clicking again to clear the red box you just drew. Also, did you instance the second spot light?
In my experience adjusting smoothing groups after the bake makes it worse. You have to keep the same smoothing groups on your final mesh as the mesh you baked with or you will get wierd smoothing errors. So it really really helps to just use exactly the same mesh to bake as your final in game mesh.