I'm having a big problem baking vertex colour from a lage .ply file. I've unchecked "Ignore per-vertex-color" on the high poly mesh and I'm baking using 'Bake highpoly's vertex colors. When I load the meshes in th 3d viewer I can see the vertex colour on the high poly mesh, but I can't get anything to bake. No vertex…
xNormal (v3.18.4.37652) never respond after pressing the Generate Maps button but not crashes or hangs. Hi, there. I'm baking a normal map and a texture map from a high poly model with vertex color(polypaint). When I press the Generate Maps button, xNormal seems working but after "Counting lowpoly Default's triangles…
Ok, I understand now. Thanks for the in-depth explanation. The latest xN version use welding by default. You just need to perform a very similar thing to you're doing in Maya: enter the 3D viewer, extrude the cage with the "global cage extrussion" slider until it covers the highpoly model, hit save meshes and answer "yes"…
So I resolved the problems using Xnormal's cage in the 3D viewer option. Also tweaked around some other parameters and am now getting close to perfect bakes with Xnormal. But I had some issues that made me a bit confused so please help me if you can guys. OK so firstly I tried loading the 3D viewer with both high poly and…
xNormal v3.9.1 has been released! It adds a Direct3D 9.0c graphics driver for the 3D viewer , hurray! I was tired of crappy OpenGL drivers thats why included the Direct3D driver for the viewer. This driver can use Shader Model 1, 2 and 3 so people with low-end cards can now use the xNormal 3D viewer. A .X mesh importer has…
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…
Interesting and definately reassuring to hear that jogshy :) Previously I had been using obj's with 12 decimal point precision but if like .tga there is no data lost in translation then .sbm format will be used exclusively from now on. Thankyou :thumbup: ps: just downloaded and installed the latest update to xnormal…
Are you 100% sure the UVs are well welded there and the smoothing groups correct? Well, if you are, then pass to the next point: Each application has its own way to compute and use the tangent space. If you generate the maps in a XXXX application but you preview it in a YYYYY application you need a way to match the tangent…
I exported everything as .ase from max to xNormal and looks good in xNormal 3D viewer. I reseted all xforms before porting anything. I'll try .smb exporting now. EDIT: So.. I tried exporting .smb + cage, bake is now different... not a lot better If someone can take a look at mesh, and help me out I would be very excited. I…
Yeah that's weird. I'm no expert at baking either. Have you tried opening the low and High in xNormals 3d previewer to see if they line up correctly? You don't get any warning messages about mesh scale when you go to bake? As a side note, the edges on your high are way too tight for baking, unless you've already changed…