On the lowpoly section enable the use cage option, this makes xnormal do averaged projections, and if your low poly intersects with the high alot, you may actually have to make a cage to bake this down.
cheers jogshy ! I always use the same lowpoly & cage files between assets, and it's great to have the option to enable/disable cage in one click rather than resetting and than browsing for the cage again :)
Jogshy , if you could add cavity maps like zbrush can , and be able to generate them from the lowpoly with normals ill empty my paypal account lol. i kinda like the Gui :P
[ QUOTE ] I was hoping to import a high poly model and apply a bump map to it in xNormal, and have the final result used to bake the normal map. Is this possible? I had a look in the documents and the fine detail map seemed to just be a map that is placed over the normal map and blended in, not actually applied to the high…
my experience with that is that maya is very forgiving with normalmaps, but that nearly every other realtime engine goes by the same smoothing rules as any other, which means: if your lowpoly smoothing is very unstable, then it wont bake that well.
hey jogshy , i have a question : In 3ds max, you can get the lowpoly model and with the normal map you can bake ambient oclusion from the highpoly detail , its not as accurate as the highpoly source but its pretty good , and useable when you have to deliver stuff fast ( at least in my case ) , do you think you could…
OK I just gave it a try with a couple of OBJ files, highpoly around 75,000 triangles, lowpoly about 275 triangles. The normal-map renderer works fine, very fast and quite a good normal map output after tweaking the ray cast distance. However when I tried to turn on the Ambient Occlusion render too, the program would crash…
Ok I think I may have been confused a little before.. So this is how I understand it, please correct me if I am wrong. 1. When you use raydistance(Xnormal)/offset(Max)/surfacenormals(Maya) it just shoots the rays from the positions of lowpoly mesh's normals. 2. A cage is used to shoot the rays in the relative direction of…
I'm not using the simple AO tool (doesn't seem to give me decent results), but using the highpoly is lowpoly suggestion. I ticked off the ignore backface hits, and it added AO that shouldn't be in the corners. (see image below)
Easiest way is to slect all the verts on your lowpoly, and change the move tool setting to "Normal". Then drag the handle that has the "N" at the end of it and export with the SBM plugin. Remember to freeze tranforms and delete history before you do though.