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xNormal Problems

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Famouz polycounter lvl 8
Hey there, new Questipn by me.

So what I'm currently doing:
Finished my HighPoly, exported the Polypaint, created the LowPoly, applied correct UVs for LowPoly.
So i put everything to XNormal and what do o get, ... strange Maps.
This is the Highpoly
characterstrip2zypg.jpg
the Texture of it
moehre_high2mboc.png
The LowPolys Layout
uv_layoutfy30.jpg

And now the crazy thing I get
moehrebasetexbakedub8t.jpg

Also I'll show you my Settings in XNormal:
Size: 512 x 512
AA: 2x
Bucket Size: 32
Edge Padding: 4
And the Default Renderer.

Hopefully you can help!

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  • jogshy
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    jogshy polycounter lvl 17
    Have you setup the cage?
  • Famouz
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    Famouz polycounter lvl 8
    Turn on the Flag? Tried it with and without
  • jogshy
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    jogshy polycounter lvl 17
    Famouz wrote: »
    Turn on the Flag? Tried it with and without
    You need to setup a cage to limit the rays. To enable the option it's not enough.

    To setup a cage you have 3 options:

    1. If you use 3dsmax, place a Projection modifier over your Edit Mesh(does not work with Edit polys) lowpoly. Extrude the cage until it covers completely the highpoly model and move some vertices if it's needed. Then. save your lowpoly as as .SBM. Assign the file to xNormal and use you check in the "Use cage" option.

    or

    2. Use the xNormal built-in cage editor: enter the 3D viewer and check in the "Show cage"/"Edit cage" option. Extrude the cage until it covers completely the highpoly model. Move some vertices if it's needed.
    Press the "Save meshes" blue button so the files will be saved to .SBM format. Answer YES to the dialog asking for auto-assigning the meshes.
    Exit the viewer and render the maps.

    or

    3. Use an external cage file. Basically, clone your lowpoly mesh in your favourite's modelling application and extrude it/move vertices until the highpoly mesh is completely covered. Important: don't delete faces/vertices because the toppology must be exctly equal to your lowpoly mesh!
    Save the file, for example, as .OBJ.
    Assign it as "External cage file" in xNormal, check in the "Use cage" option and render the maps.

    See the
    http://www.xnormal.net/Tutorials.aspx

    Ray distance measurement method 2A: xNormal built-in cage editor
    Ray distance measurement method 2B: External cages
    Ray distance measurement method 3: 3DSMAX 9 .SBM exporter
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