Hi all, I'm going to start by saying I am very new to using xNormal, in fact I downloaded it today for the first time(v. 3.17.14). I have watched and read through multiple tutorials on baking normal maps in xNormal and It seems very straightforward. What I am trying to do is bake the normals from a highpoly mesh onto a…
Some progress on the per-vertex-ao: Added the feature to bake per-vertex-ao: so now you can bake it using the GPU AO tool to an image or to vertex colors. The 3d viewer was adapted to display per-vertex AO ( in highpoly and also lowpoly models ) And the best part... baked per-vertex-ao from the GPU tool can be used to…
If your highpoly mesh is just the subdivided lowpoly mesh + sculpting, you don't need cages. Just mark the MatchUV and you'll get a perfect normal map/AO without having to setup the cage/ray distances. Your DX11 engine can use then the lowpoly mesh, subdivide it using the hull/domain shader/vertex displacement with a…
Hi, great app! Followed a tutorial to bake normals and vcols/ AO. The maps for my character are coming out extremely sharp which is great. I am getting an echoed limb image on my uv islands though. Like this: This is happening all over the figure. The low poly covers the hipoly. The lowpoly has been exported out of max…
Hey thanks for the reply Jogshy. I have found some reversed normals in my mesh and fixed them and tried again but the result is almost the same. When I turn "discard back-faces hits" off then the areas which are blank then have bright green normal mapping stuff in them which looks bad?. Any idea whats going on? is it my…
finally decided to learn to use this thinger. This is probably a totally noob question, but how do i get the normalmaps from XN to show up properly in max? I assume i have to flip some channels? By the way Jogshy, It's a sick tool, but about the new cage features, I tried standard cage and averaged cage and didnt really…
You know what would be a cool feature is if xNormal could accept a lowpoly mesh which could be subdivided a certain amount of times by xNormal without having to be loaded into view. So you can set your low resolution mesh up with all the loops you need for it to subdivide correctly. Check an option in the high def mesh…
In max the double bake thing is really simple, assuming you have some hard edges on your lowpoly(smoothing groups). Just do your bakes with cage, then set the filenames different, and go to the projection options and click off "use cage". Do the bakes again and you're done. It will take twice as long to do your bakes, but…
Hey, did anyone encounter this problem: I have exported lowpoly mesh with seemingly correct UVs. When I try to bake in xnormal, I get totally different UVs that does not make any sense. I have checked if I have multiple UV sets, but that wasn't the case. I also did entirely new UVs with no overlapping shells (just using…
Feature request: I want a button where I can choose if I want to load the highpoly meshes or not in the viewer, under the 3D-viewer tab. :) Right now its kind of annoying that I have to deselect all the highpoly meshes to view my lowpoly in the viewer. When dealing with complicated bakes and multiple files this is an…