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#52 (permalink) |
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loves polygons
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The first one makes me belive you don't have the highpoly visible in the viewport. Both the lowpoly and the highpoly must be in the viewport and must use the same space. If this is not the case make sure your normals aren't inverted. Let me know if non of these are the reason and I'll think of other reasons. Or you could give me the max file too see what's there.
The second one is just a worning telling you that you didn't specify a target slot for the texture after it is rendered. Usually I don't specify it... I just ignore this, it won't affect the normal map.
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#53 (permalink) |
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Game-Artist.net Staff
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If I recall, the red means that the rays extending from the low poly aren't touching the high poly mesh. Try checking that you've specified the right high poly mesh to generate your normals from and that the projection cage on your low poly mesh extends far enough to encompass your high poly mesh.
I can't tell what the error says, your image is too small. |
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#54 (permalink) | |
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Amateur Artist
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I'm starting loving this forums. Your members are the fastest. Thank both of you. |
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#56 (permalink) |
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loves polygons
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Hm... Do this:
Go to the Customize menu. Select Preferences... Go to the Viewports tab. If on the bottom it doesn't say Currently Installed Driver: Direct 3D.... then this is the reason. Select Choose Drive (bottom left) and from there select Direct 3D. Click OK. Done. Hope this is it ![]()
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#58 (permalink) |
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loves polygons
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Looks good. Well done! Looking forword to the crate
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