n-gons present ? Try to triangulate it before exporting and see what happens. Is your HP mesh tagged as visible in xN? What version of xN are you using, pls? Did you use an old version of Blender or 3dsmax to export the OBJ?
I've got some problems: The normals are completely toast, it looks like the program is giving precedence to the innermost surface if there are multiple in range. For a comparison, with an ORB-generated normalmap the result looks like this: The files are .objs generated with Blender, should I email them to you?
Can't seem to load an fbx from Blender. Says memory is protected when trying to bake. Using the latest build from the xN site. Before updating today, this sort of fbx worked... Otherwise, happy new year for xNormal, hope eveything is going well. :)
Seems you OBJ exporter is messing your geometry. Pls, don't use the old 3dsmax's max2obj exporter ( use the Guruware's one ) and notice Blender's new OBJ exporter might be a beta version. Try with other exporter or other mesh format ( try to use .SBM if it's available ).
Any blender users here with experience with creating cage meshes ? It seems that almost any modifications I make to my duplicated LP (to create the cage) cause xnormal to complain about vertices not matching up. Displacement and solidify modifiers seem like a no go and manual editing is hit or miss.
What are you viewing the normal map in? You must remember that xNormal is not synced to Maya or 3dsMax's tangent basis, so unless you view your maps in something like blender (which xNormal uses their current tangent basis calculation) you won't get things looking exactly right.
Which version of xNormal are you using? Make sure that "Shortest Diagonal" is unchecked in the Plugins> Default Triangulator. Also, It can help if you pre-triangulate the mesh before export (save memory in xN too :)) Sounds like a bug in the Blender export. Might be worth reporting it in the Blender bug tracker. Yea,…
Could someone help me out here ? I appear to be in a bit of a pickle. There's some ugly seams in my normal maps along my UV borders. The mesh is made up out of a single smoothing group. There's more than enough room for edge padding. I'm using blender and xnormal. This is the map :
I think the error come in with an xnormal update but haven't tracked it down as I don't want pre Normal 3.17.7 without the "- The FBX mesh importer has been completely rewritten. Now it can load the tangent basis from the files which is specially good if you use the Unity engine." FWIW I did have it working at one point…
Thanks. And when do I create that cage? When I click on edit cage? or as soon as I enter 3d view? Because unless i bring an external cage file I see no indication that a cage has been asigned. And I know I could make it in Blender, but it would be more convenient to create in xnormal. I just want to be sure i1m doing it…