ah okay!, could there be a "force hard" feature for highresolution meshes? I think mudbox exports smooth by default so it's a bit of a hassle to switch it and re-export.
I temporarily solved my issue by reinstalling 3.17.x version of xnormal to overwrite the SBM exporter for max. SBMs export correctly positioned to OBJs again.
Hmmm... you're right.... for some reason the SBM exporter is exporting the subdivided mesh using the View Iterations instead of the Render Iterations.... I must fix it, yep.
Can anyone help me out with a wierd edge issue I am having within Xnormal? I recently upgraded to 3.18.4 and in this picture is a high poly model from Zbrush. You can see a wierd kind of zig zag effect on the edges that is translating to the Ambient Occlusion bake. I have tried; - Straight export from Zbrush into Xnormal -…
Oh, Jogshy, you were right - it was 3dsmax's OBJ exporter screwing up the normals. I exported the same object from Maya and it works fine now... thanks!
Re: the ZB 3.5 export and Xnormal stalling issue, I think I know what that is. You need to disable the texture button in the Export options of your obj.
Whats your UV layout? Did you export the sbm with "export normals" checked for the low poly? You can test this by throwing on the xnormal bake in max viewport (showing that seam). Switch the mesh into one smoothing group. IF your seam disappears, you baked the low poly in xnormal without exporting the normals.
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.