No problemo, i'm here to help! Hey btw, what do you think about the new mesh re-design to load faster? Do you load meshes faster now? Had to touch a few some internal structures.. now occupy a few more... hope that won't wipe all your RAM heheh Also included the possibility to move the cage points to control the ray…
Hi J! I have a new suggestion, I don't think it's in there yet : I see that you have an option to bake texture information from the highpoly to the lowpoly as in your flag example. I was wondering if we could have something that just applies random flat color to all the highpoly elements? (An obj containing a head and ten…
[ QUOTE ] me want to ask, are there any plans to tweak the fine detail options? I can't seem to use it without loosing too much definition. [/ QUOTE ] Well, to be honest the fine detail option was a bit experimental and was only designed to add some kind of roughness or noise to the maps. Atm you can just control the color…
Ok here we go. Example 1. Tools in program not understanding 2X1 etc. (I was wrong it flips the uv versus making 1 to 1). Original was 2048X1024 2. Red channel is over-pronounced causing seam (again may just be the way xnormal versus max handles these area) but damn. The results are significantly noticeable. *Shown in max…
[ QUOTE ] By the way Jogshy, could you some day include alpha map display support into xNormal? I'd love to take all my pimping screens in it. [/ QUOTE ] Inside the 3D viewer? Just use the "transparency mode" in the 3D viewer tab after selecting a mesh... And put the transparency into the alpha channel of the base…
All vertices are welded, this example is made purely in maya so no zbrush thing. I don't know what TB is or where to look for that, I clicked show tangents and they are fine, the normal map also seems fine by the eye when turned on. I tried the various drivers but the seam persisted, as it does when applied within maya.…
xNormal 3.14.1 was released! - Added the DX10 graphics driver with improved HDRI, glow effect, logarithmic tone mapping and MSAA transparency support. Unfortunally, as you should know, DX10 is Vista-only. However, I plan an OpenGL 3.1 Mount Evans driver once the spec is released. - The height map rendering no longer…
Hi folks, sorry for my bad english, i just join this forum i read every day, such a shame I read this thread carefully, but i just have no clue and tested around for ambient occlusion. Since maya lack in baking ao, i tried xNormal for the job. I only got a low res model which i want to bake. As far as i get it i need also…
[ QUOTE ] I'll post this here so it dosent get lost forever in my other thread, refering to the "fine detail" panel. Is that what that panel is for? Adding a bumpmap for the lowpoly's uvs? Or is it for the highpolys? I've never really understood what that was for, infact i thought it was a feature you abandoned a while…
Version v3.6.1 is out. Basically added the diffuse cubemap lighting to simulate outdoors, added fresnel reflections, now the last importers/exporters used are saved so you won't have to re-select the file filter in the combo boxes and the isolate/mask normal map ( see the "batch protect" in the docs ) Here you can see the…