I was modelling my guitar amplifier just to work on baking normals. I made a low poly and made a high-poly with it. And I triangulated them cuz Xnormal wants models to be tris.
I know when you import textures there is a setting for diffuse and a different setting for normal. Did you make sure you imported the texture properly. Maybe someone can explain it better. thats the only thing that comes to mind, that and maybe rest the Xforum and try re-exporting the mesh. good luck
Neavah youre right green channel should be flipped. But I realized that the source of the problem was the low poly model that I export to UDK. If I triangulate it in xsi, this problem occurs. but if I export quad-poly object, it seems fine.(UDK triangulates itself)
Also, there is a problem with export options I guess. When the object gets into UDK, It loses its UV map. I'm using actorx plugin.
Replies
did you flip the green channel in xnormal (sorry, I'm not experienced enough to be able to tell my looking...)
your 'swizzle co-ords' x+, y-, z+
thats all I got - hope it helps
on a side note - xnormal supports both quads and tris. so you can safely cut out triangulation from your workflow if its sole purpose is for xnormal.
Neavah youre right green channel should be flipped. But I realized that the source of the problem was the low poly model that I export to UDK. If I triangulate it in xsi, this problem occurs. but if I export quad-poly object, it seems fine.(UDK triangulates itself)
Also, there is a problem with export options I guess. When the object gets into UDK, It loses its UV map. I'm using actorx plugin.