It's not a symmetrical texture at this stage. The high detail model is purposely different (crease/folds are different on each side, shoe laces as well).
The base model (as we now know it) is symetrical yes.
So what can I do with the projection cage? It seems all I can do is make it bigger or smaller. Is that what I do?
Thanks!
Figured it out... had to pull pixels out of his butt crack. I guess stuff can get lost in there.
So here is a normal mapped low poly (4k) guy on the right, standing next to the high poly (111k polygon) mesh on the left.
You can see some normal mapping taking place, particularly the shoe laces seem fine.
But a lot of it is lost... there seems to be no shirt ripples at all and there are huge gouges in the texture on the right shoulder, right ankle,
and all over the neck top and the hands. You can't see some of that in the picture, but you can definitely see the two rings around the high ankles on the boots. It's like its misaligned or broken but only in certain spots... Anyone have any ideas at all on this? Are my colours even inverted properly for the red?
I re-committed the smoothing groups once the UVW pelt was already done, sine some were not assigned, just in case that is a factor or could be... other than that I followed by the book processes.






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