3D objects, yep. Yep hehe.. the scene was aimed for the realtime ray tracing driver. Nope. It's realtime photon mapping from the DX10 renderer. Yep, the "ground texture" is really the grid... and it's light-matte by default. ps: An update... Btw, the next week i'm gonna upload the RC1 with a lot of changes
Is it possible to use the xNormal 3D viewer to view a height map, I tried loading the height map on to my low poly model, but it doesn't show up. Am I missing something, I would just do this in Maya, but the height map looks banded in the high quality viewport mode.
Oh man, I greatly hope that you extend your terrific program to have a UE3/3ds Max type of TBC. Having to export stuff from Zbrush at 3% of my highres polycount just so I can bake a normal map that I can use in UE3 sucks :(
Is something wrong with the last two versions of sbm exporters for 3d studio max 13 (versions 3.18 and 3.18.1)? This is what my bake of a mesh exported via sbm looks like, note the weird colors. In the 3D viewer, most of the mirrored parts of the mesh look inverted and there's some really weird artifacts in some areas. I…
Hey Jogshy, I think I may have come across a bug? I've tested quite a few things to find out if it's just me being silly, but the error keeps happening. Here's a screenshot: You can see the test models I have, just a simple box, 12 triangles, and a similar box with rounded corners and edges. The UV layout with the…
Hey jogshy, I was wondering why you haven't compiled your latest sbm exporter for 3ds max 2011 or even lower versions - there are still quite a couple of '11 licenses floating around at here at our office ;-) Of course you probably have your reasons, so this isn't a complaint really.
I have a geforce 7600, and the 3d viewer used to work fine for me. I really dont actually use it for anything anymore(use our ingame previewer) but i wanted to just check it to see if the models were even rendering right there.... and it just displays nothing, anyone else have this problem?
I'm not sure. I think the 3.16.13 uses averaged cages by default. Do a simple test: export a hard-edged mesh into a SBM file with the "Export cage" UNchecked ( well, or from Maya where that option is not present... or use a .OBJ ). Enter the xNormal 3D viewer and extrude the cage. See if the cage breaks.
nice jogshy ! ths will be a weird request , bt maybe could you make the cage projection to be chosen in the normal map part ? withou having to launch the realtime iewer ? that woul be perfect , more or less make it like 3ds max ,it might be hard thou P.S - i will translate it to portuguese if you want
The more I use this program the more I love it. Idea - Would it be possible to have a camera auto center on the models? So that when you have it do the rotation in the 3d view it auto rotates perfectly around the center of the model no matter how you rotate the camera or dolly it in and out? Just an idea.