Hiya guys, totally new to 3d. I keep getting stuck on parts and have a few questions i'm sure you guys will be able to help out with.
So I'm at the stage of converting a high poly to low poly so I can put it into my scene. I created the low poly over the high poly and then used the 'render to material' option with 3ds max. The outcome was not as powerful as I'd like so I've tried to use xNormal instead. I'm getting weird outcomes with Xnormal though and I think I'm doing something wrong but can't figure out what. Below I've put some pictures.
This is the high poly model right and the low poly model with 3dsmax normal on top. (Side by side to show)
Here is how I had them when I exported them as first OBJ files which didn't work at all in XNormal and then xNormal SBM files which gave me some results.
Here is the normals side by side, xNormal left and 3dsmax right.
So it seems to me that xNormal isn't following my unwrap at all? Should it be?
Thanks everyone, much appreciation from a newbie
Replies
Also check if you got some scaling on your meshes in your xnormal settings.
I don't use 3DS personally but I would see if you are able to maybe just take the highpoly and use some kind of reduce modifier and just lower the number of polys on that a few times. Or go back through and manually give it a more detailed retopology.
@AdvisableRobin Thanks Robin, I just edited my mesh some more to ensure there is non of the high poly sticking out.
Overall it seemed to work but the 3dsmax version was still better when applied to the model. This might be because as AdvisableRobin said my meshes weren't completely the same and maybe 3dsmax was covering up a little for me. When I come back to this next time i'll ensure I do it right from the beginning.
Thanks again!