
Any idea of what could be the reason of this ?

Something I can find in the Render to Texture sub windows ?[R-CON]Psyrus wrote:It comes from your bake settings in max, check the background color that's set in your baking properties



The editable mesh comes all alone when I importe it.[R-CON]Psyrus wrote:Edit: And you should be working with an editable poly, not an editable mesh as the base.
Are you actually using 3ds max 9 ? Because there's no such a thing in my software.'[R-CON wrote:Psyrus;2018247']Press "0" to bring up the projection settings.
Sorry, no, I'm using 2014 because I'm not modeling for PR:BF2KaB wrote:Are you actually using 3ds max 9 ? Because there's no such a thing in my software.

KaB wrote:Something I can find in the Render to Texture sub windows ?
But there gotta be something terribly wrong :
The cage embraces all the high poly models as it should, I pick them into Reference Geometry, I press Add, and then ...

Okay thanks !Tim270 wrote:Thats just what happens, it always resets/breaks the cage when you add in new elements to it. Just add in all ref geo at once, then reset the cage, and then expand the cage.
Just wanna be sure : you want me to lower the details of this right ? http://i.imgur.com/P9SQz2X.jpglucky.BOY wrote:You should make that detail bigger, with the smallish texture resolution we working with here it would end up being a fuzzy mess on the normal, thry to make it bigger so it can be baked down to the normal map.
But actually I need it to move the low poly parts away from each others, so that I can clearly see the cage. Should I do it differently ? (I simply followed the tutorial I posted earlier)lucky.BOY wrote:Another thing is I would suggest you to collapse your modifier stack, definitely not a good idea to keep those edit poly modifiers in there, or use them at all for that matter.
Got it ! I'll show the result once you're satisfied about the high poly M7.lucky.BOY wrote:Although you shouldnt worry about baking altogether now, first you need to unwrap and pack your UVs. I see you have an unwrap modifier in there, can we see the result you have got so far?
Yeah, lower the number of those small ridges, that will make them larger and hopefully they will bake better as a result of that.KaB wrote: Just wanna be sure : you want me to lower the details of this right ? http://i.imgur.com/P9SQz2X.jpg
So should I lower the number of "gaps" ? Or should I make this part totally flat ? (and we'll make it darker on the texture to show there's something here)
There are two ways you can do this, either by exploding the scene as you have done, or you can bake each lowpoly part individually, and the merge the normalmaps together in Photoshop. The later takes more time to do, but allows you to have different cage settings for each lowpoly object, so it can give you a better result.KaB wrote: But actually I need it to move the low poly parts away from each others, so that I can clearly see the cage. Should I do it differently ? (I simply followed the tutorial I posted earlier).
lucky.BOY wrote:Yeah, lower the number of those small ridges, that will make them larger and hopefully they will bake better as a result of that.

Ok then, I'll bake them one by one.lucky.BOY wrote:There are two ways you can do this, either by exploding the scene as you have done, or you can bake each lowpoly part individually, and the merge the normalmaps together in Photoshop. The later takes more time to do, but allows you to have different cage settings for each lowpoly object, so it can give you a better result.








