I would also like to second Rorshach's request for a normal map combiner tool. The main problem with using Photoshop for the task is that it treats your normal map as color instead of as normal vectors. In order for normal maps to be combined correctly, the normals need to be combined as vectors. It needs to be done like…
When I bake maps with xNormal, I seem to get results as though my edges were softened. The exported FBX looks correct when I analyze it but I'm still getting these results. In xNormal, both the base mesh's "use exported normals" and "harden normals" settings yield the same baked normals.
Thanks for the reply martin,rick and vik. After looking at the model this morning i decided to do with your ideas of splitting the model down into small groups and doing the normal maps separate in xnormal and then piecing together the normal map in photoshop. i had a look at the meshlab and it does a really good job of…
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…