I have a question, I tried searching for it here but man...61 pages is a lot. Anyways.... When I export from zbrush to 3ds max, they align perfectly, when I export from max to zbrush it aligns perfectly...but when I export high poly from zbrush to xnormal and low poly from max to xnormal, they don't seem to match up...I'm…
xNormal 3.9.4 Beta 1 is out at www.xnormal.net - Localization. Now can use various languages. - Fixed mirrored UV problems. Added an example using mirrored UVs (horizontally and vertically ), cylindrical mapping, spherical mapping and continous mapping. - Improved shadows and highpoly rendering speed under SM3.0 and DX9 -…
[ QUOTE ] biggest problem i'm getting in xnormal, is that it's either not bringing the meshes in properly, or they are TINY! [/ QUOTE ] Try this: - Scale them up ( radius > 1 for the win!). Re-export it scaled or just use the scaling option on the mesh slot. - ResetXForm+Collapse+Edit mesh triangulation in 3dsmax, then…
I'm not 100% sure how to describe this problem, but I'll try. The way that Xnormal "records" the normal colors to the texture, creates rendering errors within the default 3dsmax preview (using DX display of standard materials). Basically I rendered the same object, once in Max with no cage and a numbered ray offset, then…
Alright, so i had thought at one point this had been resolved in XN, but i may be wrong. In Max and Maya your cage will not split at hard edges creating these artifacts, but in Xnormal it will, giving you lost detail on your edges when you use smoothing groups/hard edges. Is there some sort of setting where i can change…
Hi Have 2 obejct, high (several tens connected together) and low, low equal squere plane (one polygon) with no padding UVW mesh (fit 100%). I use xNormal to generate height map, when i change in "Baking options" "Edge padding on 0" and "Antialsing on 1x" i get on right and top map edge, black border, but when i set for…
My workflow is generally MAX/Zbrush then into UDK. I generally use Max's render to texture to generate my normal maps. I have an older version of MAX (2009) so I have to deal with some quality issues once the model is in UDK and has its normal map applied. My models look great in MAX's viewport with the 3Point Shader and…
Please, first sure you downloaded the v3.5.1 I just put some minutes ago because the 3.4.x had some serious bugs with cages and the v3.5.0 was a few experimental. Now, it looks like you are NOT checking the "Tangent space" in the Viewer 3D tab... It happens me a lot... Sure you have selected the SAME in the normal map…
[ QUOTE ] is there any ways to add more lights to the preview scene? [/ QUOTE ] Nope, only one dynamic light is supported. You can also control the ambient of the light and/or to add a diffuse cubemap for simulating outdoor ambient lighting. I don't allow to use more than one light because I don't wanna do other lighting…
Hiya guys, as I've been playing a LOT of Battlefield recently I've been admiring some of their models in game. So I thought I'd have a bash at a simple asset. the shipping container. Heres a little WIP. Got to add some details to the front door yet, but I just wanted to see if I had unwrapped the LP right. Anyway I've ran…