Thanks, now I see better the problem. ... but I'm afraid that's because I changed the way the AO is computed. For the 3.14.6 I was using the vertex normals ( which is not correct and can cause artifacts near the edges... this is problably why you're getting those white artifacts ). Now I'm using the face normals instead (…
Just a note: the SBM exporter can manage only TRIANGLES. If you use quad (Eidtable Poly) meshes, the cage won't be exported. That means you need to put an Edit Mesh modifier over your Edit Poly... and then a Projection modifier over the Edit Mesh. T-junctions are PURE EVIL in the cage.... however, you're right. There's…
Hey people, I've got some questions about xNormal normal bakes vs. Max (3.18.9 vs. 2013 PU6). This may be an extreme example and some of these problems are likely to be invisible in game but I'd like to hear your thoughts regardless. Note: * All maps were baked uncompressed with no supersampling or antialiasing at…
Wow nice head MoP! You can use basic alpha textures. Let me explain why I said "basic"... The v3.4.1 added alpha blending support. Just make an alpha channel in your base texture to control the opacity. If you need 1-bit alpha just load Photoshop or Gimp or whatever and play with the transparency mask until you use only 1…
[ QUOTE ] Hey Im using xnormal for the first time today and Im finding it a bit difficult. [/ QUOTE ] Well, xNormal has many features and can be a little confusing at the start. Take a quick look ( just a quick one ) at the documentation, tutorials and examples. Once you do that just try to bake your first normal map. A…