Are you using the (defective,old,bugged) max2obj exporter that comes with the old versions of 3dsmax? Use better the gw:obj or the SBM. Remember to apply a resetXForm before exporting in 3dsmax and "Freeze transformations" in Maya. The AO, by nature, is computed using the face normals. Using per-vertex normals produces…
@DarkDogma3D Maybe the polypaint's colors are different due to the alpha channel or gamma ( try other file format like BMP. TIFF and PNG afaik use gamma correction ). Or perhaps might be a bug related to the color channel order ( GGBBRR / RRGGBB / RRBBGG ). What happens if you swap the color channels in Photoshop, do you…
I just made a thread but I'll re-post this here in case Jogshy or anybody else knows a way around this and I'll post the answer in the thread: The thing that drives me crazy about xNormal is that apparently every vertex index must be the same between the lowpoly and the cage; having the same number of vertices is not…
I think I figured this out. Rebb's curvature script will write vertex colors out of the 0.0-1.0 color range. I think the SBM format doesn't handle this case? I haven't been able to confirm this. Trying to write a Maya script to clamp the vertex colors. But 65k tris is giving my computers memory a hard time ;) Will get back…
I think I figured this out. Rebb's curvature script will write vertex colors out of the 0.0-1.0 color range. I think the SBM format doesn't handle this case? I haven't been able to confirm this. Trying to write a Maya script to clamp the vertex colors. But 65k tris is giving my computers memory a hard time ;) Will get back…
Hey Jogshy and anyone else who might know. Any ideas on how to use the new Maya SBM exporter to get a usable cage out of Maya into Xnormal? I take it vertex order has to match up? I'm thinking that you would set up in maya as if you were going to use transfer maps, create an envelope (cage) and export that? BTW jogshy, any…
@Johnny. Thanks. I'm investigating. @MM. I bet the magic is on the "Match using: Geometry normals". The other option is "Surface normals". Anybody can explain what's the difference between both, pls? @Nome_sane. So if the vertex normal in the lowpoly is soft then I ray cast as is doing now... but if it's a split…
AFAIK, for best normals the game importer has to recreate the tangent space per vertex. If xNormal is calculating these, it would help if it output them too.