I'm a bit confused as how to actually get a cage out of Max and into XNormal.
(Before I just exported my low poly and then used the 3d viewer in Xnormal, saved my meshes and had them auto assign into the slots. )
Anyway, back to MAX... I tried putting the projection modifier in Max around my low poly, I resetted the cage, pushed it out a bit, added an edit mesh modifier onto it and then used the SBM exporter. The thing is, I'm not really sure it's actually exporting the cage correctly. I see the checkbox for low poly and export cage with the SBM exporter. However, I'm still getting some in-accurate bakes and I'm not sure if there's a step I'm missing.
How do you guys normally get your cages out of Max and into XNormal?
Replies
that will keep your triangles consistent and vertex number.
I use .FBX btw
Thanks for the hot tip Dylan.
I'm also noticing if I make a bunch of edge loops to my low poly (just for sake of baking and getting a texture, not actually using that particular low poly model in game). I get way more accurate bakes as well...
Another thing, the Ray Distance Calculator seems to make a HUGE difference as well. How long do you guys let that thing run?
But if I do use Ray Distance Cal. usually 30 seconds is fine.
I thought the same thing about cages, but it IS making a difference with my bakes. Am I screwing up XNormal by using cages and the Ray Distance Calculator combo?
No, it's making a difference for me.
I can see my cage exported correctly from Max when I use the 3d Viewer.
Does XNormal just drop all cage info when you use the Ray Distance Calculator?
I'm a bit confused here...
Doh, forgot about that... Thanks.