Don't get lost in what you think may or may not work, as you are obviously not at that point yet. Start by triangulating manually in Maya before export (as in : making sure that your object is fully tris, in the scene) and run your test bakes that way. Then, once that works, you'll be able to worry about the finer points…
List of changes: - I have made two tilling textures; one for the ruined brick wall and one for the rocky parts of the ground mesh Screenshots: Description of the progress: For both textures I have used Zbrush, Max, Xnormal and Photoshop. Brick wall: Here's the run down of the process for this mesh. 1. Sculpt three bricks…
There is most likely something wrong with the scale of the low or high or both. There is no "Meter" in xnormal. Only "Units" The high is not going to contribute a lot the the normalmap but that's not the main issue here. Can you check your exported files in another app or in the xnormal viewer? Edit: not sure about Blender…
@Blenderhead: If you want your "smoothing groups" aka vertex normals to export from 3dsmax to Maya you shouldn't have a problem if you use a file format that supports it. Most do, in fact i'm not aware of one off the top of my head that doesn't. Just use OBJ or FBX and be mindfull of any options in the export/import…
That is a very hard question to answer because there are a lot of tools out there that can do what you ask for. It also depends on what source engine you are going to export the models to. Typically you will find that the industry are keen towards Autodesk 3ds Max and Maya for games development, so often these tools have…
In xnormal baking options you want to use "Bake hipoly's vertex colors". For it to work you need to uncheck the "Ignore per-vertex-color" in the High Definition Mesh section. Keep in mind that if you uncheck this certain other maps won't bake properly, like AO, so best to do the vert colors separately. In zbrush you also…
I don't really get what you mean by that, can you explain it a bit further, please? As mentioned by EarthQuake, 3ds Max dithers the normal maps, even if exporting in 8 bpc. Why is that? Do I have to test this behaviour for every software now or is it better to export maps in 16 bit manually to convert them to 8 bpc…
yes it will be. So if you change the mat ID in max it is stored with the export. You can also have one single texture file with all the UVs while using 2 materials (just use the same texture for both) and you can change their shaders, etc. The only thing you have to do is search for a pre-created shader in unity that uses…
sorry off topic: @achmed , static props are actually quite easy, I got a sword in Torchlight (though the paths are condfusing and touchy), I even got a helmet but it was either sideways on ground or character and never got help figuring that out. Animated stuff though needs Max 10, for some reason they wrote their own Ogre…
-Did you use a specific background terrain texture for your terrain layers(do not use your closerange diffuse)? This is roughly the color you want for your close range diffuse. -Did you export your close range diffuse map as Crytiff Terrain? (not terrain high passed unless you highpassed it yourself before saving it) This…