The cage was made by cloning the low poly, extruding locally and deleting excess borders - so it was this that caused the vertices/face order to be re-arranged? Thanks for the info, this totally went over my head as only vert/edge/polycount were mentioned as important factors in the tutorial and therefore the error made…
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…
i've encountered the following error in all my recent bakes (every one since I discovered it): every map (AO, normal and several others) rendered out in xnormal has a strange one pixel border on the top and right side like this: (what you see here is the top right corner of my normal map in high magnification on a grey…
assuming your height map does tile properly, the UV on the plane actually fills the UV space correctly,(which might be the issue if you are getting a black line border) etc A hacky solution: If your heightmap is eg 1024x1024: make the canvas size something like 1100x 1100 pixels to get a buffer around the edge Make 8 more…
[ QUOTE ] Oh my bad, I thought that's what the Pixel Padding was. Haha - so I guess I can leave that at 2 then and use the dilation. :P I'm sorry, I definitely misunderstood. Some people use the terms interchangeably, so I thought that was the case here. Turns out, you were using them correctly. [/ QUOTE ] Hehehheh it…
[ QUOTE ] Locks up when trying to enable/disable anything. Also performance is quite poor. 3.11 beta 1 performance was around 60 fps with arsh's diablo and now i'm lucky to get 30fps in a window. My normal res is 1600x1200. I also noticed I was only given the option of my desktop res with 4x, 2x or no AA. [/ QUOTE ] Try to…