Hi there!
Im wondering if xNormal can bake out diffuse colors, kind of like a render in 3Ds. Im curious because im rendering out my diffuse in 3Ds now, and then im rendering out the different maps in xNormal, but there is some kind of scale issue with the diffuse, as it gets bigger rendered in 3Ds, while the xNormal renders are smaller (even though they are the exact same size when i export them to xNormal) and i cant get the resized correctly...
Replies
Could you elaborate more on your resizing problem? It's hard to tell exactly what you're on about. Post some flats, maybe?
For example after polypaint in Zbrush, can i export the HP painted model, hook up a LP flat plane and render it out that way and still get diffuse colors without any lowpoly unwrapped model? (thats what i need, as im talking about branches, which would be almost impossible to retopologize without breaking).
RE: the resizing problem, was because i was creating branches for my trees. Because i was not able to bake out my diffuse in xNormal i did a render in 3Ds Max, which for some reason would allways turn out smaller and hard to resize to the bakes.
You might also want to look into using Zbrush's 2.5d mode to export your maps if you're doing a billboard type of thing. It can be a little tricky to get the hang of, so here's a tutorial that I'd recommend watching: http://eat3d.com/free/zbrush_tile
AL normal map material can be gotten here: http://download.pixologic01.com/download.php?f=/library/matcap/digitaldecoy/al_normal_map.zip
Edit, i think i just realized my problem. I exported it first into 3Ds max, then as a OBJ to bake, so no vertex colors on the mesh :poly127: derp