Using 1 smoothing can work yes when using a synched workflow. However, using this method will generate a normal map that has a metric ton of gradients in it. Which in and of itself is fine as long as it looks good in the viewport. In a game engine though, these gradients will now be compressed for realtime rendering,…
I think is an interesting technique but cages are still needed. Cages not only control the ray's distance but also ray's direction, which is very critical for objects like cylinders. If you remove cages then it's needed a closest/furthest hit heuristic but complex meshes can give you incorrect results. On the other hand…
Hello everyone. I'm baking my AO for my character, it renders the high poly ao where I want it to be black. I have shoulder armor covering a piece of my character's arm. I want it to occlude the arm part, but instead it's baking the surface ao for the shoulder piece directly onto the arm. You can see it in the top left of…
[ 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…
Apologies if this has been covered before, but it's getting increasingly difficult to find answers to specific questions in a seventy-plus page thread.... I've started test baking for the portable comms unit I'm working on, and I've finished laying out the low-poly UV's as so: So I tried a test bake in xNormal, with…
[ QUOTE ] When the program calculates normals with multiple meshes imported in different slots does it do them seperately in the order they were imported or all as one mesh? If it could do them seperately and then combine them all on a single normal/height + ambient map it would be a major time saver! [/ QUOTE ] Yep, atm…
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…
[ QUOTE ] Geforce 8800 GTS AMD Athlon 64 Dual Core Processor 3800= 2GB RAM Windows XP 32 bit Direct X 9 Do I need to install any new display drivers and if I do...what should a I do first to install it properly? [/ QUOTE ] Need to do: 1) Download and install .NET framework 2.0 for x86 ( with administrator priviledges). Get…
Ho Jogshy. I don't know if you saw the pictures as my site seems to be currently offline. Last one was in xnormal 3d viewer and it still showed issue with seam. Have checked all you put. No difference. Should I send you files so you can test on your end? 1. Enable the "Show tangents" in the xN's 3D viewer to see if the UVs…
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…