hey jogshy! thanks for replying! i have to admit that i dont fully understand that background information about the rendering. however, there are two things that you might want to consider: the grey border is not in the normal map. it is only the background that the normal map is displayed on in the app. second: this…
ahh ok. In previous versions it was on by default. I guess the only way to fix this is to use something like the equivalent to "scale along normals" in Maya, with the whole mesh. If you create any new faces, then everything will break. You could use the built in cage in the 3d viewer. That is guaranteed to work (though not…
Thanks for the feedback guys :) @EarthQuake : yes it is maya's viewport , but it shows up the same way in the game engine :| (blender's game engine) @jogshy: - i have been using tga for the file format, i'll give tiff a try and see what i get - i'll try object space ( does it affect performance in any way ?) - what puzzles…
Ok! I baked the new normal map and couldn't find anything out of the ordinary when everything was viewed in Marmoset. I imported the meshes into Blender so that I could make a cage and then set the UV islands borders to sharp (smoothing groups), exported into xNormal and baked with 16px edge padding. There are a few sharp…
There's currently a bug in xN, that's why that model is shown differently than Blender. It will be fixed for the next release. Anyways, if you export the SBM from Maya, and you check in the "export tangent basis" option then it will export the Maya's tangent basis and not the mkktspace. If you need the SBM to use the…
Hey guys. Another guy with an issue about making CAGES! So like other I get this message when I try to bake with my cage "Invalid function parameter 'cage' : The cage mesh Default inside D:\Documents\cage.obj has at face 0 a vertex index that doesn't match the correspondent one for mesh Default inside the file…
I'm not sure about a tool that would offset the UVs for you, but there must be a way to do this manually. I use Blender so, I cant be much help in that regard ;) You could definitely mirror the sides and delete the bottom (unless its going to be seen somehow) which would give you a higher texel ratio, so you could prob.…
Pls try with the new 3.17.6 Beta 1 I've uploaded at Eat3D's forum. Also sure if you use Win7 x64 that you execute the 64-bits xNormals's .exe and not the 32 bits one. That's probably caused because you checked in the "Use shortest diagonal" option in the default triangulator plugin. Open the plug-in manager and uncheck it.…
[ QUOTE ] In the ambient occlusion options, what is the Bias value for? I don't see an explanation for it in the help file. [/ QUOTE ] It basically extrudes a bit the highpoly hit point to solve some self-occlusion problems. It works in the same way that Blender... see this image: Bias 0.0001: Notice the self occlusion…
It's unnecessary to use the SBM/OBV features in XNormal - When you've created the cage in the 3D View it'll automatically apply it to the model. But you can create you're own cage which'll give you more control. In your 3D application of choice just explode the mesh, duplicate and create the cage for each part and then…