PNG is lossless, but 8bit generally isn't enough precision to accurately capture a normal bake. Mostly it doesn't matter as the normal maps get compressed in the game anyway, but if you're doing object > tangent space conversions, you'll want to store (at least) the object space map in PNG 16bit (or another 16bit format).…
[ QUOTE ] is there a way the user can load 2 seperate meshes into xnormal along with it's maps etc? Or if there is any other tool that can do this, otherwise im screwed [/ QUOTE ] Yep, is possible: You can sepparate your model by "material". Imagine you have the object "myCar" with 3 sub-materials(3dsmax multi-sub-obj…
Quick question If I am baking a object that has a lot of separate pieces. Would it be best to bake these all seperatley and just layer them in photoshop?
That workflow is a bit cumbersome but it does work. I usually avoid cages altogether because of that and instead bake OS normalmaps that I convert with Handplane and use blockers where ever necessary. However the problem is most probably that you're using different objects, so try either combining all the objects into one…
Great Forum here ! time to start with a question... So any chance to get good results with multi objects at the same time without Photoshop and with less time ?. I've a zbrush file with 20 subtools, and 20 retopoly lowpolys... I test many things - but everytime i get overlapping object seems. Any solution for xnormal or a…