Hi dear polycounters!
Recently i have made this pistol, its not 100% accurate but it will do the trick.
I want to learn how to do a succesfull bake from blender to xnormals without getting those ugly artifacts. So please if anyone knows the workflow to bake from blender to xnormals advanced hig poly meshes help!
So here is the HP:
Cheers!
Replies
Will come handy!
http://www.felixschlitter.com/snippets/xnormal-blender
This applies to every 3D modeling application.
http://www.polycount.com/forum/showthread.php?t=118043
Also it supports smoothing groups, you can go manual and assign them yourself by selecting polygons and selecting smooth (or flat respectively), or making them all smooth and using a edge split modifier.
*Edit: Damn ninjaed before I post this...
edit: But how do you make the cage mesh??
About the cage mesh...well I'm still new to that as well, I usually make a slightly scaled up model of my low poly, and use that. The cage mesh has to have the same vertex count as your low poly model.
I dont know why but it just does
cheers
not sure if blender has a tool for this but max has the push modifer, and maya has a tool to transform with the vertex normals as a constraint.
also a exploded bake might help you for some pieaces.