Hi, I'm again hitting this topic and maybe someone of the shader coder can lead me into the right direction. I want to bake normal maps in xnormal which show up in ogre as nice as in the xnormal viewer. I would love to know how a typical and simple hlsl shader creates the tangent basis. And how xnormal does it compared to…
I didn't rebake your normal map when I tested it, I just used the one you sent. Since all the normals were softened it didn't look 100% correct, but I could at least tell that there wasn't any random seams. I'm a maya guy, so I really can't help you with normals in max. I can't tell if they look correct in your max…
Hi everyone, I was wondering.... I noticed that the normal maps baked and exported in Substance painter were almost identical to those created in Xnormal. I checked them out by overlaying them in photoshop. I guess that's due to them both using the Mikk Tspace method? However, when I imported the normal map, it did not…
Hi everyone, I'm currently testing out Handplane 3D 1.5 as a normal map translator. My stuff is baked in Xnormal and the normal maps are used in Unity 3D. However, I'd like to be able to see my model with normal map in the 3DS max view port. Here are my results. So far, things baking in max look perfect in max. As…
I'm not too experienced generating normal maps with xNormal, but I've used it a couple of times before and I've never gotten results like these. The edges on my character's armour seem really dark and imprecise, and you can see some tris in the normal map itself. To the left you can see the original ZBrush sculpt…
Wierd. Must be something wrong with my package. I tried both Mudbox and xnormal, both gave the same results. But yeah, Mudbox is not the best normal map baker out there. Going to reinstall windows today anyways (its a mess, and im getting some wierd problems in PS). Im going to report back when im done.
Ive noticed in recent prodjects the baked normals given to me by Xnormal are more favorable than 3ds max the bigger package. the normals just with max seem to be "dirtier" than Xnormal, although it can still handle some tasks effectively. is this because I used cages in max and Xnormal, as far as I can see, does'nt use…
I apologize for posting this late, but I felt really burned out, needed a break and started working on other projects just so I won`t lose my mind. With these being said, I will post the extremely important things I learned over the last few weeks. 1.Don`t be greedy with the low poly geometry. I know for some it sounds…
hey guys I am following the udk forums on how to use xnormals for unreal and when I have mirrored geometry the normals are all flipped. Any word on this? I offset the mirrored uvs to the right 1 unit int he uv editor and when it comes into unreal it is all flipped. seams like just the red is f;lipped but the green read…
Somethings to think about.. -won't hurt to make sure your xForms are reset -make sure your lightmap UVs are well laid out -when using xNormals the creators advise putting a cage modifier and exporting the low poly as an xNormals file and check the cage option in the program.. Normal maps look much better -you don't need…