Wow nice head MoP! You can use basic alpha textures. Let me explain why I said "basic"... The v3.4.1 added alpha blending support. Just make an alpha channel in your base texture to control the opacity. If you need 1-bit alpha just load Photoshop or Gimp or whatever and play with the transparency mask until you use only 1…
Ok Earth, RAR received. 1) Yes, it happens to me too with your files. Using cages and not using them. With the faster raycaster and with the conservative one. With the "smooth normals" option and without it. Yes, some weird thing happens... 2) I imported all in 3dsmax 9 sp2. Reset XForm+Collapse. Saved both highpoly files…
>>Perhaps a noob question, but is there a full list of all the available XML arguments? >> I'm looking to bake a Bent Normal Map >>specifically via XML. I think we include the XML schema in the xN's SDK. Not sure if it's 100% updated tho. Your XML file seems to be ok. No idea what could be wrong there, except it's not much…
[ QUOTE ] The file is around 520 mb and 6 million triangles [/ QUOTE ] You can try to export only the vertex positions for the highpoly model. The normals and texture coordinates won't be used, so you can save tons and tons of space. Also, if you can, specify the decimal digits when exporting the OBJ to 3 digits. Some…
It's unnecessary to use the SBM/OBV features in XNormal - When you've created the cage in the 3D View it'll automatically apply it to the model. But you can create you're own cage which'll give you more control. In your 3D application of choice just explode the mesh, duplicate and create the cage for each part and then…
I save a .ovb(openGL vertex buffer) XML simple file with the with the data you use in the viewer ( pos+normals+UVs+tangents+binormals+vcache optimized triangle faces+mesh name ). See the documentation and xN_cache directory for more info. You can tell your programer to parse it easy ( I include even a schema called…
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…
You should change to the 3.16.6 because the previous versions have a strange bug that misaligns the normal map and the AO map. About the settings you mention: I use 32 for a very faaaast test. 64 for fast but better test. 128 for medium quality. 256/512 for quality. 1024+ for final result. For testing, of course, don't use…
I thought I would post this here as well, b/c it seems that a lot of people are having problems with the xNormal and Maya pipeline. If this still doesn't help, I can cap a video later:) I almost have the low poly version of my gun done. Along the way I experienced some problems with baking maps from xNormal. This was a…
[ QUOTE ] ts insanely fast. PERIOD. takes me 5 to 10 mins to render a full sample 2048x2048 amboc map with 300 samples [/ QUOTE ] I hope that's the typical AO way to render... because with the simple GPU AO tool you should be able to bake that in seconds using the FP16 or FP32 precission ( unless yhe GPU does not support…