@jogshy oooohhh, thanks a lot!!! you are right, the color channels order are incorrect, I got the correct colors if I change the Green channel to Blue channel, so I have to convert from RGB to RBG. I use Gimp and I lost so many time finding the way to switch color channels haha. Thanks again jogshy :pleased: Hope someday…
I am having a problem baking with xNormal atm. To the left I have the bake from 3ds max, which turned out fine (ignore the weird bumpy edges, it was caused by a bad highpoly that i fixed later). But on the right is the xNormal bake which (I think) is projecting the geometry all wrong :( ... And the models + UV The UV's are…
It certainly sounds promising. I think you're right in thinking that the GI rendering and sculpting probably wouldn't be a good idea. The amount of time required to implement a toolset well-featured enough to make it a worthy alternative to other programs would just be too great. Better to retain the program's focus and…
Okay so I have a slight issue. So when using a cage that's what I get... I used the Max SMB plugin and followed the tutorial to export with a cage. I check the 3D preview and the model's cage is indeed fine. The same cage gets me a decent result using standard RRT. I have no idea. Also the model that I exported was all…
I had a similar problem were the mesh would move from its correct position to something that is offset with the newest xnormal release. If you have any animation frames it could cuase this problem.Since it now exports the current frame. I also fixed the error by reloading the model files into xnormal for every map I wanted…
[ QUOTE ] He means applying a "fine detail" normal map onto the high poly model, which is taken into account when rendering the normal map for the low poly. I think you can already do this with a bump map, right? Could it work for a normal map, too? [/ QUOTE ] Oh so if I understand well what you want is to UV-texture-map a…
Hey guys, I am trying to import a cage into xNormal from Max 2011. I have tried several different methods. I have tried exporting the cage that the projection modifier makes to an editable poly, then exporting out. I have tried just straight cloning my LP and exporting it out. I have tried using .obj and .sbm formats. When…
HELP!! Whenever I bake my normals I keep getting this weird distorted look I'm using 3dsMAX 2010 and Zbrush 4.0. not sure if I'm exporting the files right because it worked in the past. In Zbrush I just hit the "export" button and save as a "OBJ" and the same goes for MAX. Also on MAX the mesh XYZ position is set to zero.…
[ QUOTE ] However I found the new version keeps crashing after one render... I have 2 OBJ files for high and low, and output a 2048 just normals... every single time in the new version, it renders once correctly but if I try to render again with the same settings it says it can't load the model. And sometimes it will crash…
I've been playing around today with this plugin, because i was really frustrated with maya's integrated normal baker, and i find xnormal easier to use once you read the manual. The problem i've been having today is that i'm getting these washy normal maps : left one is from maya, right one from xnormal. I've managed to…