Can I get a little more explanation about that? I don't use Max, so the concept of "cage" is a bit fuzzy to meoh wait, you're baking in xnormal as if it has a cage? that looks like misprojections. You shouldn't need to set up a cage and projection to bake ao straight from an LP model to an LP model. Any respectable modeling package can do it without that.
xenoargh said:That's a technique I use a lot for hard-surface stuff where I need to conserve space, amongst other things. Are there any workarounds?
xenoargh said:move all of the stacked stuff off the chart 1.0 u or v
xenoargh said:My results with that aren't good; I'm expecting it to average it across each copy and arrive at an average result, which won't be perfect but it'll be OK. Instead, I get a pretty extreme result.
This: sounds like the algorithm's design in that particular situation is best-effort, which is quite the misnomer for absolutely nothing.Harry_ said:Well, that's a limitation of how you've uved it. Even with hand painting the best you could hope for is imperfect.
atolest said:hey guys this is what I've been working on on past 3 weeks:
it's really wip and it's about 20k polys.I can't whait to start texturing and baking it.
and here are 2 other ships that I did for a warband project witch will probably never go somewere:
Seems like you moddeled to much of it, You could probably bring it down to 20k with good alphas.atolest said:hey guys this is what I've been working on on past 3 weeks:
it's really wip and it's about 20k polys.I can't whait to start texturing and baking it.
and here are 2 other ships that I did for a warband project witch will probably never go somewere:
you are probably talking about those ropes that goes to the mast,well Im not planning to bake it into alpha maps because I'm planning to make that ship a boarding battle,and I want it to be quite detailed.OrangeKnight said:Seems like you moddeled to much of it, You could probably bring it down to 20k with good alphas.atolest said:hey guys this is what I've been working on on past 3 weeks:
it's really wip and it's about 20k polys.I can't whait to start texturing and baking it.
and here are 2 other ships that I did for a warband project witch will probably never go somewere:
Just because something is going into one of those engines doesnt mean you should waste polygons. Its a bad practice and some of those details nobody would notice the diffrence. Look at docm's ships, they look great and are very efficient.atolest said:you are probably talking about those ropes that goes to the mast,well Im not planning to bake it into alpha maps because I'm planning to make that ship a boarding battle,and I want it to be quite detailed.OrangeKnight said:Seems like you moddeled to much of it, You could probably bring it down to 20k with good alphas.atolest said:hey guys this is what I've been working on on past 3 weeks:
it's really wip and it's about 20k polys.I can't whait to start texturing and baking it.
and here are 2 other ships that I did for a warband project witch will probably never go somewere:
I will keep doing that ship with no really worry with polygons(or at least detail),because I am also planning implementing it in unreal engine or cryengine as other of my personal project