XN4 is coming (eventually), and there have been mockups before. MoP did a fairly nice one, and I believe Jogshy liked it too! And I do believe it featured an integrated 3d viewer, which would be hugely helpful in checking meshes are aligned etc. without having to launch the fullscreen viewer. edit: I do want to make clear…
Just followed the external cage file tutorial for 3ds max 9; Numerous errors crooped up using the .ase extension as instructed. Not sure if it's my setup or what but the errors were with all the files, not just the cage. To fix, everything was re-exported using .obj format and it worked perfectly. //btw I had errors with…
Morning all! I am watching a tutorial on gumroad and the guy makes a stunning little lightmap by combining an AO pass he baked in 3ds max (which I can replicate just fine) with an "occlusion" and "Diffuse" pass from crazybump... These are the two I'm having trouble replicated in xNormal... Here is what he's generating.…
Atm is not possible to load and use DirectX .fx shaders. This is because xNormal uses Open GLSL shader language which doesn't include "semantic annotations" ( UI-to-shader and shader-to-UI thing ). Neither includes "FX-states" ( disable zwrite, enable alpha test, blah blah ). There is a very-experimental design in mind (…
The xn3 UI gonna be replaced completely in xn4. I'm programming a standard native-look UI with an integrated 3D viewport ( which can be disabled so no resources will be wasted ). Btw, the xn4's portability is making me crazy... I need to test the each thing 16 times ( windows XP + windows Vista + ubuntu + openSUSE + MacOSX…
[ QUOTE ] biggest problem i'm getting in xnormal, is that it's either not bringing the meshes in properly, or they are TINY! [/ QUOTE ] Try this: - Scale them up ( radius > 1 for the win!). Re-export it scaled or just use the scaling option on the mesh slot. - ResetXForm+Collapse+Edit mesh triangulation in 3dsmax, then…
Hi Jog! Thanks a ton for the new wireframe baking option! it's one of these little things that help a lot. Also It would be nice to see the return of multiple bakes at once, even with something very simple when it comes to naming conventions. Like, the user gives a generic name to the bake and the maps get named like…
@Auldbenkenobi, the OVB mesh format is not designed to deal with very dense meshes because it's XML based. Better use the SBM format which is binary-based. You're getting that error because there is no FBX mesh "exporter", only OVB/SBM. You should add the proper mesh extension. You can convert then the output SBM mesh into…
Hi I have little problem with mormal map generated with Xnormal. I have high and low poly model, expoted to xnormal in OBJ, low poly and high poly have one smoothgroup. Normal maps in 3ds max 2012 in viewport and in render window dont look good. I try it in UDK. You can see on enclosed pictures. I don't know where is…
Jogshy, Just a suggestion (don't know if others would disagree), but for the 3d viewer, how about doing away with using the alpha channel for transparency/spec-lvl/gloss/etc. and giving them their own slots? For baking, if you only want to bake ambient occlusion or a height map and not a normal map, it would be nice to…