Alright, so more mikktspace stuff. Right now our main issue is just that using xnormal baked maps with mikktspace loaded as the tangent space produces noticeably worse quality than using Maya baked maps loaded with Maya's tangent space(which we've got matching Maya's viewport perfectly). So I took a look at how Xnormal…
OK...i've taken the plung. i downloaded the newest beta. did a test. i got a normal map right away. however, it looks a little weird. also, i can't get the 3d viewer to show anything. thanks joshy for all your work...i really want to get this going. i'm so tired of doing it in max. here's my problem: OK...fiddled around…
In regards to unwrapping, all you need to ensure is that for every hard edge in 3d space, you have a break at that edge in UV space. Do that and everything will bake fine in that respect. However, your issue looks different to that. How are you baking in xNormal? Are you using a cage or a uniform ray distance? If you are…
[ QUOTE ] By the way Jogshy, could you some day include alpha map display support into xNormal? I'd love to take all my pimping screens in it. [/ QUOTE ] Inside the 3D viewer? Just use the "transparency mode" in the 3D viewer tab after selecting a mesh... And put the transparency into the alpha channel of the base…
Which kind of output format are you using? .OBJ, .SBM? And what program did you use to export the file? That error usually appears when the 3D modelling program you use writes corrupted data to a file or it has non-consistent UV data. What's happening is that some faces in the mesh aren't UV-mapped. Are ALL your lowpoly…
Thanks. And when do I create that cage? When I click on edit cage? or as soon as I enter 3d view? Because unless i bring an external cage file I see no indication that a cage has been asigned. And I know I could make it in Blender, but it would be more convenient to create in xnormal. I just want to be sure i1m doing it…
ok Im having a strange problem with my dom war piece, when I load up the 3d viewer the hud is not visible and my mouse isnt visible either it works fine when I just load my low poly but when I load both meshes it goes like this. Ive tried changing mesh scales but it doesnt seem to make any difference.
you know those times when you finally find somthing, and go holy fuck, im an idiot...yea just had one of those. I did not realize that the cage you adjust in the 3d viewer has to be saved out and sepeartly loaded...I thought it just saved when you closed it... im dumb...this thing is just a whole lot more awsome now haha.
[ QUOTE ] Is there a way to resize the windowed viewer? Thanks [/ QUOTE ] Yep, but need to use the OpenGL graphics driver ( the D3D cannot resize window atm ). So, change the default graphics driver to OpenGL going to the Plugin Manager. Then, open the 3d viewer and put the cursor near the window border, click over and…
Yeah, the concept is that you sample the diffuse (or whatever texture) directly with no lighting. Then you bake that to the low poly. It's the same idea as normal maps, but you sample the pixel of the diffuse transformed out of the UV space of the high poly and render that to the low poly. So what you can do is create a…