I'm using xNormal for the synched normals pipeline for UDK, and have hit a bit of a snag. In Max or Blender, when baking, there are three sets of meshes; the low poly, the high poly that is being directly baked from, and high poly that won't be directly baked, just as a shadow casting/occluding/light reflecting surface. This is very, very useful, and I find, the best way of doing floating geometry without interference.
I don't seem to be able to do this in xNormal. Is this the case? I've looked through the tutorial, saw no option to do it. If I can't, it's not a huge problem, I can bake the AO in something else and just do the normals in xNormal.
Thanks
Replies
Nope, doesn't seem to do anything.
Blockers are intended to stop raycasting errors from occuring, in areas like between fingers, IIRC.
I want to bake the pipes and block separately, so I don't get bits of pipe all over the block and vice versa. However, I still want the pipes to cast shadows on the block. In Max or Blender this is easy; in Blender just don't select the pipes when baking the block, and in Max don't add them to the list in the projection modifier.
I don't see a way to do this in xNormal.
Save your maps separately then blend them inside photoshop.
Thanks for the reply.