This looks fun. May i ask what platform it is available for? And is there a way to animate the tree too? This would require to manipulate the vertex normals, so can this be done with the vertex normals editor? Or is this editor just for single elements?
Oh i see you are baking in XN, for best display in maya, bake in maya(i would recommend AO in XN tho still). Most likely you'll get seams from normals not being quite in sync between XN and maya. If you aren't using a cage with averaged normals in XN, the hard edge will also result in a split in the "projection mesh" (cage…
Does anyone know why I'm getting these normal bake errors from xNormal? Everything seems fine, did a clean-up operation, still getting issues. Thank you for your time!
Hm. And your cage is pushed outwards enough to fully surround both high and low poly mesh? Also, when you preview the normal map in xnormal's viewer, does it still look like that?
Right, bake normals as normals. Normals need to be baked as normal, because normals are relatve to uv space and mesh normals. So if your mesh normals change, or if your uvs are rotated, baking just the texture information will not work. Apply diffuse as diffuse and bake a diffuse map(no need to worry about lighting) Apply…
Igor, you might want to look at using hard edges on that bake. You're getting huge normal gradients across the surfaces. This is caused by everything being soft edged and the normal map baking the hard edged object to compensate for the specific triangulation and shape of that model. This will present problems in engine…
That's a lot of texture data Roball. Keep in mind the more layers you use in the the longer it takes to compile. I have been experimenting for weeks now on trying to find an effective way to texture a reasonably large terrain (1009x1009). Below is the best way I have found to do this using WorldAlignedTextures with…
Bradh3d: Is there anywhere I can read up on optimisation of substances? I've only really been guessing at this point and it seems like an important thing to know for professional use. Luthyn: Those shells look great. Can't wait to see the finished substance! Tigerheart: Simple answer masks. Long answer is they are using…
Just taking a wild stab in the dark, it looks like you need to invert your green channel in the normal map. From what I understand its a pretty common setting mix up in xNormal?
Is modo's normal tangent basis synced to any engines? There's still no cage type system in either right? Are you guys who use modo exporting to xNormal or something similar to do the rest of the baking setup?