Have you enabled the "use cage" option? Can you see your cage correctly imported if you enter the 3D viewer and you show the cage? If you use cages the lowpoly mesh's normals aren't used to fire rays. Just the directional vector ( cage.pos-mesh.pos ) is taken into consideration. The external cage's vertex normals won't be…
For my cage I loaded the low obj as its cage. In Maya the envelope was exactly the same as the low so figured that might have worked. Did you still get the seam in xNormal viewer with the xNormal bake I included? I'm wondering what I am doing wrong, I haven't made a cage in the 3D viewer before.
[ QUOTE ] Jogshy, would it be possible to add wacom tablet support for the 3d viewer? The cursor tends to get lost when navigating in tablet mode (works fine in mouse mode though). [/ QUOTE ] Well, I don't have a Wacom tablet so would be hard to test. If I get one some day I will add support for it, that's for sure.
thx Earth! Hey btw Earth, I love the glow effect in your Armaggedon game here http://www.boanergesstudios.com/Agdn.php ( the guys with the orange visors, scroll to bottom ) . Looks very good da game! Is a good source of inspiration. I think I will put a glow effect too for the xNormal 3d viewer in a few for the emissive…
Tripl3M On the top one - you should make borders of your UV islands hard (hard edges in maya, different smoothing groups in 3D Max). On the bottom one - it happens because projection distance is too high and it is simply projects one leg on another. You need to use external cage or lower projection distance in low-poly…
[ QUOTE ] I was wondering if it would be possible to make an auto-assign random colors to groups/elements option? Also an option to go into 3d view, select highpoly elements and pick/change colors [/ QUOTE ] Yep yep good idea. Atm the to-do list has grown too much so need to "flush" some things but will be, indeed, a good…
couple of quick questions... 1. this thread is huge, has anyone made a summary/index for problems solved? 2. in the 3d viewer I was seeing lighting artifacts on my low poly as I rotated the light. Im 90% sure that it's my modeling that's to blame, but I discovered that when I turn down the indirect lighting to 0, it looks…
Awesome, Jogshy! I love this new ambient cubemapped lighting ... it really helps make stuff look better in the viewer I just thought ... maybe a little button somewhere (or a keyboard shortcut maybe) to "Hide UI" in the 3d viewer would be nice, because in windowed mode a lot of the text and stuff covers the screen where…
What would the problem with that be? Would only be a problem if you welded the uv verts that were the in the same spot in 3d space, but im only talking about welding them if they are in the same spot in uv space. So edges that need to be split would still remain split. Im pretty sure ORB will do this when you import a…
Hey Jogshy, how you doing? I have a question, is it possible to bake out the color ID's of a mesh instead of Polypaints/VertexColors? Or is it only (in my case) a 3DS Max thing? I tried using Write ObjectID (I applied a Multi-Sub-Object material with 3 IDs, with the colors R-G-B), but it doesn't seem to work. Cheers.