[ QUOTE ] Thanks a lot for answer. At the end problem wasn't in the shader model, but in size of textures . I have Radeon x1650 -256MB. When I use 3 1024x1024 .jpegs it's alright but 3 .tgas are problems. (Strange, I thougth textures are sent to graphic card in uncompressed format) [/ QUOTE ] See if the "use texture…
[ QUOTE ] The dx 9.0c 4.09 just indicates you have DX9.0c installed, not the concrete revision. To know if you have installed the correct DX9 April 2007 "revision" need to see if the d3dx9_33.dll exists on the system directory(usually c:\windows\system32 on winXP ) If you are 100% sure you have the correct DX version…
I'm stuck and i really need tough help. I'm currently using Matcap redwax in Zbrush (with mrgb) and trying to export it as my Polypaint to bake down to lp in Xnormal. My problem is that my Bake to highpoly vertex color is turning out totaly white (you clearly see where my uvs are but the uvs are pure white). so my workflow…
OK after some testing, I'm gonna have to conclude that it's not the size of the OBJ file or amount of polygons the highpoly has - I just successfully used a 1.5 million triangle highpoly mesh (141mb .OBJ file) to generate a normal map. Daz: OBJ's actually zip up pretty nicely, you could probably get that 75mb OBJ down to…
Thanks for the reply Jogshy, unfortunately there would be no way to have a cage not hitting other portions (though again, the errors I circled werent with the portions hitting). I can always and have juut cleaned up the "outlines" created by intersecting pieces afterwords. Its not a big deal. Outlines are easier to clean…
HYmmm... curious... you're right. Since the black-theme's change ( or the new year ) the search system seems to skip some threads. About the baking problem: - Are your UVs strictly in the [0.0,1.0] range? - Did you perform a Reset X Form before exporting? Always do that before exporting. - You're using the SBM exporter,…
Ok , ive tried searching through the forums and the internets and i cant find anything on this. i have a character model i built a bit modularly as a result the arms and legs clip a bit, i wanted to have everything baked to one uvmap so thats set. i thought in xnormal batch protection wouldnt overwrite the pixels of…
hey jogshy! thanks for replying! i have to admit that i dont fully understand that background information about the rendering. however, there are two things that you might want to consider: the grey border is not in the normal map. it is only the background that the normal map is displayed on in the app. second: this…
Here are my suggestions/wishlist: 1. the ability to transfer multiple textures (diffuse/gloss/normal/etc. from high to lowpoly in one go. Very useful for LOD creation. 2. revamp the baking options screen: on the left you could set up the map you want to bake then with a + button add it to a list on the right. This would…
Hey Jog, I went back into the Xnormal groove today after some time not using it and the latest version is a pleasure to work with. Below are some instant reactions. I suspect most of this is planned for the next big revision, but i thought it could help. -First of all : as a long time Xnormal user I obviously got used to…