OK...i'm sorry, but the xnormal thread is just HUMONGOUS. i just want to know from the peeps that have been using it a lot if it's dramatically better than ripping normals out of max or pretty much the same. i'm baking normals out of max right now...and am getting a slight blur on them...and i just want to know if xnormal is lots crisper. thanks.
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i recommend u try it out... along with any1 else who doesn't have it!
There were a couple of trouble spots (like where the toes were very close together), but I found combining 2 different normals generated with different ray distance settings was still much faster than manually tweaking a cage.
The nice thing about not using a cage, too, is you get very consistent results - if you move a projection vertex in max, that means you'll create slightly different normals in that area, which can be annoying if you base a diffuse/spec texture off that, then have to re-render the normals with a different cage or altered verts - it won't quite match up anymore.
comes in very hand for hard surface, and isnt to shabby for organics either.
man...you don't like that??? i don't understand...i get a warm feeling inside when that happens.
oh wait...maybe that's called RAGE!
obviously if you have uv mapped you low poly mesh , then exported to zbrush, keeping the same uv's on your high res mesh, this works perfect