hi, I'm attempting to create a standardised art pipeline where my intention is to use Xnormal to bake my normal maps from high resolution meshes created in ZBrush. Xnormal typically works faster, crashes less and produces better results than when baking maps in Maya. I have recently run into a problem where Xnormal…
[ QUOTE ] It seems like with the raycasters you could bake things other than normals into a low poly object. Like, say, any texture? So could you bake diffuse textures from a high to low poly? Because that is Teh Future. Have you thought about doing this? [/ QUOTE ] Yep yep could calculate lighting ( lightmaps + PRT )…
It's like AO, but applied to the normals. AO is an scalar... Bent Normals have 3 components ( XYZ ). The bent normals represent an unoccluded direction Visually speaking: or The bent normal will be the average of the unoccluded directions, as simple as that. However, there are some problems with this technique... See this…
Hi Jog! Thanks for the quick reply. I still don't get that part tho : When you say "Replacing the current files with a new cage?" what current files are you talking about? Does the new file created by clicking the save meshes button contain the low, the high and the cage altogether? What is going to happen if my low is one…
But sure the models are near (0,0,0). It's VERY important, or the radius for the heights's auto-normalization won't be calculated properly. Remind the object needs to be triangulated(Edit mesh :p) before applying the Projection modifier. The SBM exporter cannot export quad-based cages. Also sure you have checked in the…
Hey guys! I'm new to the normal baking stuff, so forgive me if that is a trivial problem that i'm having troubles with. (I'm working in 3ds Max 2010) I was trying to bake normals to a simple cube: http://img266.imageshack.us/img266/8881/screenshot011v.jpg i've unwrapped the right one like this:…
[ QUOTE ] me want to ask, are there any plans to tweak the fine detail options? I can't seem to use it without loosing too much definition. [/ QUOTE ] Well, to be honest the fine detail option was a bit experimental and was only designed to add some kind of roughness or noise to the maps. Atm you can just control the color…
oXY, you have a seam there, also in your new meshes... It's VERY hard to see it, because if you place an UVW Wrap modifier with the "show seams" options does not show unless you make a full zoom over the conflictive zone... But see it, here is: I simply welded the conflictive vertices/edges: and no longer shows the light…
I am quite new and have a question with xnormal and cryteks top tips for baking textures in it. They say that you should put the scale to 16, and both the ray distances to 50 and go from there. http://docs.cryengine.com/display/SDKDOC3/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal Problem is if i do this and try to…
Do you mean an environment cubemap for reflections? Or an actual scene? I think that as soon as you want to go for such objects (cars, and heavy real-life macinery in general) you really need some sort of accurate reflection going on, otherwise they would look alot like toys. You also need to kill all the yellow highlights…