[ 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 )…
i've encountered the following error in all my recent bakes (every one since I discovered it): every map (AO, normal and several others) rendered out in xnormal has a strange one pixel border on the top and right side like this: (what you see here is the top right corner of my normal map in high magnification on a grey…
@m4dcow: The solidify modifier basically duplicates the mesh, and pushes it across the normals, which results in two meshes, The inner and the outer. The inner is basically the original mesh, and the other is the cage. It also gives the option of "High quality Normals", which keeps the normals of the cage nice and steady.…
[ QUOTE ] I've got a mesh from mudbox(~1 million faces) thats crashing on "removing illegal geometry" Any idea why? I've opened it up in another program and exported again(obj) and still the same crash. [/ QUOTE ] What that thing does is to remove degenerated triangles and re-hash the vertices to sure there are not…
[ QUOTE ] will that let you just load a bump map that gest applied to your highres, or will it let you load one that will get combine with your normal map after everything is generated? [/ QUOTE ] The idea was to allow you to UV-texture-map the highpoly model with a heightmap, but I discarded it because that requires to…
[ QUOTE ] I have a geforce 7600, and the 3d viewer used to work fine for me. I really dont actually use it for anything anymore(use our ingame previewer) but i wanted to just check it to see if the models were even rendering right there.... and it just displays nothing, anyone else have this problem? [/ QUOTE ] Can you see…
The final ( I hope ) 3.10.6 has been released! - New render AO without highpoly feature with normal map support ( specially dedicated to Johny! ) Select your lowpoly model in both the highpoly/lowpoly grid, specify a normal map(optional) and you will get fast and cheap AO approximation ( and remember to use cages to limit…
Just to be more clear: If you use as lowpoly model a cube with hard edges then xNormal 3.17.0 ***WON'T *** break the cage. It will use an averaged one by default ( that is, without discontinuities over the cage ). However, if you need the cage's faces broken-by-smooth-group ( which is rare ) then you need to: 1. Load the…
Yeah, I know about ngons... The edge tightness I didn't know tho... Ok, so I made a new low poly (and new uv-set (no overlap or inverted)) and a new high poly... And still I get the same problems.. On a different computer! So it's definitely something wrong with my model, but I have no idea whats causing it -.-.... I know…
Hello! Im new around here! but i browse these forums often for some amazing information! Today i registered as i have a question of my own. Im currently running Xnormal V3.16.4.3 Going to upgrade to v3.16.10 in a few second due to a problem that i have been encountering. Everything in xnormal is pretty straight forward and…