This is probably a really stupid question, but I've been trying to normal map a knife. The high poly is exported from zbrush3, and the low from 3dsm. Every time I render, I'm not getting the uv layout from the lowpoly, but instead it's just a planar map. I've tried various formats for the lowpoly, but I can't really edit…
xnormal 3.16.2 beta 1 is available: - Improved memory management ( specially for the images ). You should be able to render bigger images now. - MatchUVs feature. This allows to skip the cage and ray distances setup... but the UVs must match as its name indicates... It's good in case your lowpoly mesh is a subdivision…
Hm, an option to ignore backsides, i.e. ignore surfaces of the highpoly model with normals that differ more than 90° from the lowpoly normal? That'd help in close spaces.
Export the hipoly mesh and lowpoly mesh from maya. Sorry how how do you export tangent info? Isn't it just stored in the mesh? But not that experianced with editing that in maya.
[ QUOTE ] if someone is willing to do an example from Zbrush for Jogshy please! [/ QUOTE ] Yes please, something that a dumb programmer like me could understand! Can't use Zbrush btw, I have only 256Mb of ram and my cpu just explodes with those ubah programs [ QUOTE ] Also , do you think you could make an option to render…
[ QUOTE ] so having to click on each model and manually load textures for each is a bit cumbersome. [/ QUOTE ] Can't you save a XML settings file and load it after? The program is supposed to save the current settings each time you exit and you can load/save your settings manually also. You can set all your meshes the…
The lowpoly mesh and the external cage must use the same topology. Having an equal number of verts, edges, etc... is good but the face indices must match too. That error dialog appear when the external cage's indices dont not match with the lowpoly's ones. Do this test, pls: edit the external cage .OBJ with a text editor…