Could someone please post a tutorial or at least some tips about cages. I fought for two days to make the low-poly extend to cage and it came up error.
*copied from the other thread*
All you need to do is use the push modifier in max (or similar in Maya etc.) and push it so it covers the HP and then tweak any parts that are intersecting.
All the cage is, is a copy of the LP that covers the HP and controls ray distance. If you create a new mesh then it wont work because the topology isnt the same... nothing else major is going on
You can also edit the cage in xNormal very easily, though tweaking is a little more awkward.
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Don''t have Max. I've tried cages both from Blender and Wings3D and get error " VERTEX NUMBER BLA TOPOLOGY" . When I edit cage in xNormal, I get plain red texture. Works great w/o cage if you have a detail model of a Brick Wall. But if you have fingers, any kind of crevise or hole....
I've wasted two days F#@kin with cages for no result.
I can understand your frustration but learning to use cages is that same as anything in 3d...it take time to get them right and practice makes perfect
I use Blender so i know its possible to do
In Blender you scale the duplicated mesh along its normals (ALT+S) until it envelops the HP and then use the widget to move any verts that are needed.
Try the technique with increasingly complex objects. 1st try a cube, then a cylinder than a torus and then start making custom meshes that you know you are going to have problems with and fixing those problems.
Just make sure you dont add or remove any verts/faces or UVs
Thanks for your reply's, I'm thinkin this has more to do with the way this perticualr model was posed, or lack of. Not in a T-pose or where the fingers are lined up on any axis. Also could be just bad retoplogy. Either way I was not able to scale up on normals without the faces crossing over eachother. However, I was able to use xnormal with out a cage, textures came out fine except the Normal maps in between the fingers and toes. I just blurred those areas out, they won't be seen much or focused in on anyway. I'll just take this as a lesson in Model Pose/position when I do more modeling.