[ QUOTE ] this might just be me, and the project i am working on, i can just see some type of batch texture loading to be useful. [/ QUOTE ] Ok I understand now. Would be enough to add a "load mesh folder" option? All the models located in a folder will be added to the list with the corresponding base bake texture . Is…
[ QUOTE ] When the program calculates normals with multiple meshes imported in different slots does it do them seperately in the order they were imported or all as one mesh? If it could do them seperately and then combine them all on a single normal/height + ambient map it would be a major time saver! [/ QUOTE ] Yep, atm…
I'm not 100% sure how to describe this problem, but I'll try. The way that Xnormal "records" the normal colors to the texture, creates rendering errors within the default 3dsmax preview (using DX display of standard materials). Basically I rendered the same object, once in Max with no cage and a numbered ray offset, then…
Hi Have 2 obejct, high (several tens connected together) and low, low equal squere plane (one polygon) with no padding UVW mesh (fit 100%). I use xNormal to generate height map, when i change in "Baking options" "Edge padding on 0" and "Antialsing on 1x" i get on right and top map edge, black border, but when i set for…
btw Daz, I changed the AO method in the v3.3.0 if you want to do some tests. Now should be faster(fast means too a bit more inaccurate.. hope supersampling, blur and dilate can get rid of these small points when rays fail due to numerical imprecissions...) and allow you to use floating geometry without problems, because I…
Indeed. So the "Fine Detail" button is for applying the detail to the low poly? Because you could just add in another input in that section and label one for the low poly and one for the high poly. It would be awesome if it read both bump and normal maps, too. Oh, a brief tutorial on fixing the diffuse output (until it…
yeah i know xnormal saves settings and thats great, but the current project i am working the meshes are really complex sometimes having 20 to 30 individual mesh pieces from zbrush. we have a great work flow where we are doing most all texturing in zbrush from auto generated uvs and baking them afterword. problem is setting…
Man, fantastic app. I love how smooth the normal maps are in 3d view. Few sugestions: -More then one light in scene. -Screenshots should have alpha for easy model cut out. Sure I can always put psychadelic pink in the background for that but would be nice. Or maybe background image slot. -adjustable wireframe colour.…
In theory, in xNormal you could: 1) Increase/decrease the "scale factor" of the detail. More scale means the normal calculated from the heightmap will be unnormalized, allowing you to set more "weight" o the detail normal than the generated normalmap. 2) Increase/decrease the "blend factor" of the detail. A blend factor of…
Thanks for the kindly words! Yep, but I need 5000 euros(whic ofc I don't have) to make an enterprise company plus some extra program licenses(3dsmax/photoshop/maya/Qt,etc), patents... and I would need to start a risky adventure for it... I'm fine as I am currently, hehe! Nope! I'm using some friend's code and they want to…