Ok, after alot of people saying that I should check out Xnormal I am checking it out. Although alot of the technical talk within this thread is leaving me in the dust:) I followed the Zbrush to Xnormal tutorial on your site Jogshy, but was curious why he did a displacement map, to turn it into a normal, instead of having a…
ok, so far I absoutly love you, and this program. I mean holy fucking craping monster shit, talk about a time saver. however im having some problems maybe you can help me with, or anyone. so im rendering out an ao map, yet the ao map misses some pieces that probably are just sticking out a little to far. so I turned on the…
You mean the hair on the guy? I did that with HairFX in Max. If you can get that in real-time, you'll have a lot of people knocking on your door. And I noticed that a couple people here have said that the ambient occlusion from xNormal isn't as good as other packages, so I did some tests. For some reason you don't seem to…
Hi, I started messing with this program at 3.7 and found it to be really promising. I hadn't had anything to seriously do until now though so I thought I'd try the latest, and the normal render works wonderfully, but there's a problem when I go to the 3d viewer. It gives me this message: "unexpected error showing the…
Its funny i've always heard the "NEVER RESIZE, ALWAYS REBAKE YOUR MAPS!" argument, but i very often size down maps without any negative visual artifacts. Comparing rebaked maps at a lower resolution(say 256 baked, or 1024 resized to 256) to a resampled texture created in photoshop, the resampled result always seems…
Hi Jog! Thanks for the quick reply. I still don't get that part tho : When you say "Replacing the current files with a new cage?" what current files are you talking about? Does the new file created by clicking the save meshes button contain the low, the high and the cage altogether? What is going to happen if my low is one…
Alright, so I gave the triangulation a shot before baking and importing. Even played around with how UE3 was importing the normal map, but all of it produced the same crappy results. EDIT: Just adding this image as another example that better explains what is going on. When applying the normal map to a flat plane on a cube…
We've talked about this before, but I'll say it to everyone. The washed out colors effect is a gamma correction problem. OpenGL expects a gamma of 1.0, and Windows is 2.2 usually. I'm not sure who's fault this is actually. It might be you or xNormal. Setting up a color correction workflow in Photoshop usually fixes these…
Hi Santiago! For starters, thanks for everything you have been doing so far. It's kinda crazy good that you basically defined an industry standard with Xnormal. And not asking a dime for it. I think the donation system will work out fine. But you could really ask for a fixed priced aswell. I understand it might not be the…
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…