Are you overlapping geometry besides your tires in your UVs? And what's your bake process? Just curious. Some experimentation recently for me. With just a basic push on my object in Modo to make the cage..If I bake in Modo results aren't that good. Bake in Xnormal, results are better. Bake object space normals in xnormal…
Maybe an empty or otherwise corrupt object somewhere? Does this happen with a completely fresh scene and new test-objects, too, or can you link it to certain scenes? (I guess what I'm asking is: How unpredictable is this exactly? ) Try to deactivate the autowrap if you add the projection modifier manually. (First add…
[edit: Ha, started the post, and didn't finish it until later. Just listen to Polyhertz.] Couple things... The polygon count changes with unwrap because the Unwrap Modifier is causing the counter to see it as a Mesh (triangles) object not as a Poly object (n-gons). No big deal. Just use the count when in Editable Poly…
The biggest problem is see with this is sub-object selections. I virtually always have smaller polygonal selections that I want to mask with different materials, splitting your objects into multiple files wouldn't allow this. If you're dealing mostly with really dense sculpts I could see how making these sort of selections…
It all depends on what game engine you want the object to go into. So there is no real answer to that unless you specify which game engine you want to use. If you don't want to take it into an engine, do as EQ stated and use Quality Normals with 3point in the max viewport. However, I would highly recommend that you take…
awesome work man! loving it! but yeah, when I had an problem like this.. it was from duplicating and mirror from another object and for some reason it flipped my normals on the high rez object and i didn't realize it till i started my baking onto the low poly. so check out your high poly's normals direction. Thats my best…
thanks for the answers Neavah youre right green channel should be flipped. But I realized that the source of the problem was the low poly model that I export to UDK. If I triangulate it in xsi, this problem occurs. but if I export quad-poly object, it seems fine.(UDK triangulates itself) Also, there is a problem with…
I like this new set of images you gave - The first scene was interesting to me but a bit barren (as others have mentioned). The left side of your rectangular rug could use an extra poly or too so it doesn't stand out so much. Ii'd personally like to see a little more highlights coming from the main light on the objects in…
Our process does what your process does with 1 less time consuming step, manually setting smoothing groups. If you create hundreds of objects for a game or even a handful of high triangle count objects our method will save you quite of bit time by removing that step. Again if you have the wherewithal to set your groups…
@ PheonixWolf - Hey man! So it really varies for me, for some shapes and objects its easier and faster for me to plane model, and then for others I use other methods such as mentioned above. Really its just keeping a constant flow to the topology, it doesn't need to be quads, it just needs to work. It just varies per…