I don't really use blender, but from what you describe using the solidify modifier, and having to delete part of the mesh after the operation, its no wonder the vertex indices won't match up. After a brief search, the shrink/fatten tool is what you might want to use, since it simply moves verts along their normals.
Thanks. And when do I create that cage? When I click on edit cage? or as soon as I enter 3d view? Because unless i bring an external cage file I see no indication that a cage has been asigned. And I know I could make it in Blender, but it would be more convenient to create in xnormal. I just want to be sure i1m doing it…
I think the error come in with an xnormal update but haven't tracked it down as I don't want pre Normal 3.17.7 without the "- The FBX mesh importer has been completely rewritten. Now it can load the tangent basis from the files which is specially good if you use the Unity engine." FWIW I did have it working at one point…
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…
Hello, I am trying to bake some Ambient Occlusion to vertex color. XNormal has this feature, but it only seems to export to it's own .sbm format. I have looked everywhere but I can't find how to get or convert a file format that is readable by other programs like .fbx, or .obj. I have Blender, a Substance if that helps. Is…
Hi guys , can somebody help me with xnormal ?( I use blender for low poly, zbrush for sculpt and xnormal for baking. After loading LP\HP and cage into xnormal. I have really bad result. 1) AO texture have noise\black color; 2) On normal map baking together cup+handle on one texture.…
Hey guys - any trick to using more than one high poly mesh at once in XNormal? I'm trying to use two, but it looks like only one is baking out details, and the other just bakes out a flat gray color. Both are exported from Blender as FBX files, with smoothing on. Also, the colors look way off to me. I reset the defaults in…
Hey guys, after discovering how crappy Blender's normal map render feature is, I decided to try xNormal. I'm at my second bake and already ran into issues :-/ Here's what I'm having a problem with: As you can see, I've got some weird distortion going on near the edges and it's NOT the shading on the lowpoly or highpoly (at…
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…