Remember to ResetXForm in 3dsmax before exporting ( or Freeze transformations + triangulate in Maya )... and don't use the super-bugged max2obj 3dsmax's exporter! gagan: Show the normals in Maya's viewport to see if they're made hard or not. Sure you export it with the MayaObj exporter's "Export smoothing groups" option…
You really shouldn't use the ray distance calculator unless your lowpoly mesh has no hard edges; otherwise, you'll get discontinuities in your normal map where those hard edges are since ray distance doesn't create a proper averaged projection mesh. Also if I were you I would export .fbx for your lowpoly mesh if your…
I just uploaded the 3.14.6 ( yep, for some strange reason I like Vista .. ok, no, I hate it :p ) - Some UI improvements like drag and drop, multi selection, etc - Bigger preview - Multimonitor enhacements - Cage autoassignment message-box after pressing the "save meshes" - Added two buttons to clear the lowpoly/highpoly…
I noticed too some bright problems in the baked base texture... Need to investigate a few Are you using OpenEXR or HDR format? The exposure control is a pain Also caution with the Photoshop 7/CS and TGAs... there was a bug in the importer/exporter that premodulated the alpha. [ QUOTE ] to load a bump/normals map ontop of a…
Yes the problem MM is getting is not related to using geometry vs surface normals because it only makes a difference with hard edges as far as I know. Yes this is true you get the exact same. This however is not the same. One thing I should have noted on my ray casting diagram before was that in both cases the normals are…
Hey everyone. I ran into some problems today when playing around with curvature studies. An image is worth more than a couple of words or something: Anyone know what's going on? Am I doing anything wrong? At one point I managed to export a SBM which had less of these errors, but still not completely free from them. My idea…
Big improvement! Thank you. But I'm still getting artifacts: As you can see some parts of the model have what seems like reflections of other parts of the model on them. Same issue I previously had with the occlusion maps. Since it doesn't seem to happen to you, is there something hardware reliant in the algorithm you're…
Your lowpoly ( aka LP ) mesh must be UV-mapped in order to make a texture bake. Opening the mesh in Mudbox won't tell you what's wrong really... unless you open some kind of UV editor :poly121: If your mesh have UVs then perhaps the problem is that you're using several UV sets for your faces. xNormal can currently work…
Thx a lot for that awesome little software and your dedication. I have to admit that I didn't read through the whole thread, so my question might have been answered already. Is it possible to render AO directly to the Highpoly without projection ? Because the Highpoly is mostly finished when it comes to baking and the…
Johny, i've dropped the parallax wall normal map TGA into Photoshop CS2/CS3 and also in the DX9 texture viewer and seems it works ok... Perhaps is something related to this known Photoshop bug? http://nicolaescher.com/journal/article/20/photoshop-7-tga-plug-in-alpha-channel-bug Any other having this problem? Perhaps you…