I just loaded a low poly model, a hi poly one trying to rendering a normal map. Parameter a the default one. The first time it works but the second time it will create an error! After that, to create cavity map from Normal map works infinitely, there are no problem. About the detail of my config : ■Intel® Core™ i7…
[ QUOTE ] I've got a mesh from mudbox(~1 million faces) thats crashing on "removing illegal geometry" Any idea why? I've opened it up in another program and exported again(obj) and still the same crash. [/ QUOTE ] What that thing does is to remove degenerated triangles and re-hash the vertices to sure there are not…
[ QUOTE ] noticed another problem at least within vista where the gui is broken slightly. Everything works except things being offset. [/ QUOTE ] Usually that happens if: 1) You have more than 3Gb RAM without the /3G /userva option in the boot.ini 2) Defective video drivers ( which ForceWare are you using? ) 3) The damm…
[ QUOTE ] What happened to the swizzle settings in v3.11.0.7820 beta 1? Am I missing something? [/ QUOTE ] Which ones? the normal map, the ao bent normals, the viewer3d or the tools one? The normals one are in the new normal map dialog( press the "..." near the "generate normal and displacement map" ). The AO-bent normals…
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…
Hi! So I am currently trying to work with your product and have run into a little Snag. I am currently trying to take my asset pipeline and do a "slight" shift for baking purposes of unreal 4. So I am baking Object space maps in 3ds max and then trying to use your converter to turn them into proper tangents using mikk…
Having a problem with bakes. So I got the new version 3.16 I believe and followed the linked video tutorial on the xNormal site exactly but still get messed up with bakes. Roommate gets similar buggy results. Imported HP, then LP, set smooth normals to Average normals. Did the ray distance calculator. Waited 30 seconds.…
In regards to unwrapping, all you need to ensure is that for every hard edge in 3d space, you have a break at that edge in UV space. Do that and everything will bake fine in that respect. However, your issue looks different to that. How are you baking in xNormal? Are you using a cage or a uniform ray distance? If you are…
Cage. In Plugin manager> obj Importer> Triangulator I have only one option: default. I looked for it, because I have serious problem with cage. Xnormal claim that my vertex index is changing when it's not. Triangulation in Xnormal sounded like the perfect suspect but like I said, I have only one option there. So, any other…
Hello all. I was wondering if anyone had any experience in dealing with this problem with Xnormal. The issue arises when I try to bake my ambient occlusion map of this simple wall with a bent pipe emitting from it. The shading information on the wall appears correct except for a white patch behind the underside of the…