the only way is to copy the object, keep its topology intact and just move the faces/vertices... then export it and use as an "external cage" file. In theory, you can do that too in xNormal: set the average normals mode and keep the "use cage" UNchecked. To be sincere, I'm a complete Maya noob. Are you referring to a "use…
In max you can use the projection modifier, which is conserved all the time. I think you can save the transfer maps envelopes for later using some tricks ( ctrl+z, clone, etc ) Yep, it is: 1. For max: use the projection modifier. Save as SBM with the "Export cage option enabled" 2. For maya: clone your lowpoly mesh.…
hey jogshy...when i try to open the 3d viewer i get this: (i have a geforce 7950 GT) ***edit, i guess this is because the open GL thingy right? i tried the direct 3d setting. it works, however...i have a dual monitor set up w/both monitors set up vertically. the 3d viewer is stretched across both screens. is this normal?
5 is the highest I can go. It won't go above that. The normal map is 2048. Memory allocation is thus: Wed Aug 02 00:21:20 2006 startingimport Wed Aug 02 00:21:20 2006 Trying to allocate 35.193 Mb in virtual memory for highpoly vertices/normals/UVs... Wed Aug 02 00:21:20 2006 Trying to allocate 245.761 Mb in physical memory…
Oh btw the seams you can see in the Diablo model are because when I received the Pablo Hoyos's model had MultiSubObj/Multimaterial with 2 mirrored textures in 3DSMAX and I wanted to edit it a few to use only 1 texture... so a programmer-trying-to-do-artwork edited Pablo's graphics and destroyed a few his model mwahahah!…
Thanks for the suggestion. I tried that, and it throws an error: "The highpoly mesh [...] is too big ( too many vertices, max allowed by your graphics card is 16777215 and contains 32437763 at the moment, so can't be loaded into VRAM). Please, disable this mesh in the xNormal mesh list table or try the OpenGL, DX10 or the…
In theory you could enable the "write ObjectID if no texture" on the highpoly baseTex baking options... you'll need the 3.15.3 beta2 for that... because some some strange reason the baseTex options button was disabled.... you can use up to 16 objectIDs. Yep, sorry... vertical spans aren't supported yet because I cannot…
I am thinking perhaps quad faces is not enough... What happens if a program uses 8-vertices polygonal faces? If you are using these kind of faces I am pretty sure my OBJ importer will do a nice BOOOOOOOOOOOM! I am thinking about just triangulate n-verts-polygons too... Save that OBJ Daz, I will put the next version ( omg…
apparently it happens when i add floating geometry. xnormal version: 3.10.4.20398 Beta 1 graphicscard: http://bbox.sylorn.com/random/gfxc.jpg rest of the info you need: http://bbox.sylorn.com/random/cpuz.htm xnormal_debug.txt: Sun Feb 11 00:58:02 2007 Trying to allocate 0.264 Mb in virtual memory for highpoly…
hence I was for nvmeshmender. it would have been a standardized way. eric, the problem is, noone knows what kind of vertices xNormal creates, considering the statements about the UV welding, and such it sounds like jogshy is creating quite many. At least more than max or most engines would do (judging by DDS's stuff) maybe…