Don't set the radius near zero(left)... try to keep it always a bit more to the right. If the result it's too white you can play with the constrast slider a bit. Btw, the search radius is proportional to the object's radius ( 1/50 times exactly ) so perhaps you'll need to bake the hands sepparately from the body to get…
Alright, thanks for the help guys firstly. Secondly, makes sense EarthQuake, so the issue would be in the format/information UE3 exports to... which really sucks because there isn't a lot of ways around this(..or is there?) Also, tried epics generator a long time ago and it produces poo from what I remember and something…
i totally agree that'd be nice, sometimes you just do very small tweaks and it has to load them all again Another thing i wondered about is, is there a way to batch render a bunch of models? So i import my lowpoly lets name it low_01.obj, import all highpolies that belong to it, use that as a preset. Load low_02.obj and…
Having a problem with bakes. So I got the new version 3.16 I believe and followed the linked video tutorial on the xNormal site exactly but still get messed up with bakes. Roommate gets similar buggy results. Imported HP, then LP, set smooth normals to Average normals. Did the ray distance calculator. Waited 30 seconds.…
Ok here we go. Example 1. Tools in program not understanding 2X1 etc. (I was wrong it flips the uv versus making 1 to 1). Original was 2048X1024 2. Red channel is over-pronounced causing seam (again may just be the way xnormal versus max handles these area) but damn. The results are significantly noticeable. *Shown in max…
[ QUOTE ] [ QUOTE ] ... the height map generator seems to not work so well. All it gives me is a flat black and white image, more like a mask than a height map. And there doesn't seem to be any options i can change here. [/ QUOTE ] Probably you need to set the min / max height in the heightmap's options. To know this…
[ QUOTE ] There has been mention of converting these files to a format that is better for this. From what I understand I need to open the viewer to then re-export my hi poly mesh in a different format, but it is too large to open in the viewer. Any other options? [/ QUOTE ] Just need to open in the viewer and re-export to…
Jogshy. I think there is a misunderstanding. Those seams are known and purposely made to uvw mirror. If you look at the max file I sent in fact the mirrored portions are off the uv space with the uv modifier in the stack. The issue is. Max correctly blends the island seams when it builds the normal map Xnormal is not. See…
Hi, I have a problem with the ObjSpace converter. I have assets baked in Maya with a normal map that doesn't work with Unity. The solution is always rebake the highpoly in xNormal with Unity TangentBasis Calculator and Triangulator. So if I want to use Handplane is because I want to save time.. so I need to convert the…
Not too sure if this will help anyone but I kinda found a solution. After re-installing XNormal, I duplicated the object, adjusted the verts to form a cage and exported it as an OBJ. This worked in XNormal, but gave me a warped normal map. Similar to Maya's transfer maps, the edges were conforming and looked great, but the…