m4dcow, that sounds great, but the last time I used Transfer Attributes was before I discovered the wonders of Topogun. Needless to say I used it for a very different task. How would one go about doing that? Say you add a few verts to a mesh to solve some skewing, you duplicate the mesh to re-do the cage, and then have to…
What we did was write a importer for xnormal so that it will support our game's format. And jogshy has been kind enough to support it with his builds so that we dont have to rebuild with every new version. I think it took one of our programmers about a half day to write it, chances are if you already have an in-house…
edoublea, the first screen seems not to have the "use cage" option enabled or you used the hard normals options. See those hard edge artifacts, that happens when you use uniform ray distances which follow normals. Also, is possible that in the second screen xN is using "average normals" option. If you wanna use the "use…
Hello, I would like to point out a potential problem with the SBM exporter in maya : I discovered that when the Export Tangent Basis option is on, normal maps baked with Xnormal get weird (see image). If the option is not checked, the normal map is baked perfectly fine. I am baking from a high rez OBJ file, and using a SBM…
Actually, it does that already. You can spin the camera and the light(s), and export it as an animation. I hope that works for you, I haven't tried it yet.
It's something wrong with exporting from Softimage... I imported this model into Modo, removed vertex normals then applied material with 180 smoothing and it looks good now ;)
Just to add to that, if it was also possible to export them as vectors in a PSD file, that'd utterly rock. :) Also, how is progress on xNormal 4.0 coming along?
i came into this discussion halfway through and might be way off the mark, but i've noticed that no matter what i do in xnormal there are split normals in the cage at UV seams. the exported cage has averaged normals, i tried using exported normals and forcing "smooth normals" in xN - neither seemed to average the UV seams.…
Yes this is with exported normals, I gather xNormal can't read smoothgroups information but requires vertex normals. The seams is because it splits the cage by normals, I was able to get a clean bake by importing a cage. I'll just need to figure out how it fits in my workflow, as modo currently doesn't export vertex…