We've talked about this before, but I'll say it to everyone. The washed out colors effect is a gamma correction problem. OpenGL expects a gamma of 1.0, and Windows is 2.2 usually. I'm not sure who's fault this is actually. It might be you or xNormal. Setting up a color correction workflow in Photoshop usually fixes these…
Hey. I got another doozy and it doesn't make sense or it makes sense and there is a possible way out of it... Ok, so I bake off a normal map and just looking at the map there are a ton of flaws, looks like it will be total crap. apply it in Maya and in a viewport with highquality mode it looks fine, totally awesome. I…
In max you can use the projection modifier, which is conserved all the time. I think you can save the transfer maps envelopes for later using some tricks ( ctrl+z, clone, etc ) Yep, it is: 1. For max: use the projection modifier. Save as SBM with the "Export cage option enabled" 2. For maya: clone your lowpoly mesh.…
Not only the error of distance but also some z-fighting. About subobjects... does not matter.... xNormal does not see subobjects... just complete mesh files. T-junctions on the lowpoly model cause an error distance due to cage face overlap. The rays won't know well where to start/stop.... they intesect theirself. ZFighting…
[ 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…
Which smooth-normals xNormal option are you using for the lowpoly model? Average CW, Average CCW or Use exported normals? I would suggest you to use one of the Average CCW option ( or Average CW if is a .lwo ) because it autosmooths the normals using face averaging to solve this. Also, sure to collapse all the meshes into…
I just made a thread but I'll re-post this here in case Jogshy or anybody else knows a way around this and I'll post the answer in the thread: The thing that drives me crazy about xNormal is that apparently every vertex index must be the same between the lowpoly and the cage; having the same number of vertices is not…
xNormal v3.5.0 is out! This time I changed completely the ray heuristics. Now I am using a method that allows to forget forever the ray distances, so I disabled the cages functionality because were not needed ( more tests needed but I think cages and distances are history! ) Also changed the heightmap algorithm to be more…
OK, so I think I'm wrong there. I just did a test in Maya to check this. I downloaded your (unnecessarily huge, 37mb) file from the (oddly slow - 14k/s) file host. First thing I did was run the highpoly mesh through MeshLab, because there's absolutely no reason to spend two million triangles on a single sculpted shoe... I…
[ QUOTE ] I'll post this here so it dosent get lost forever in my other thread, refering to the "fine detail" panel. Is that what that panel is for? Adding a bumpmap for the lowpoly's uvs? Or is it for the highpolys? I've never really understood what that was for, infact i thought it was a feature you abandoned a while…