Yeah, the concept is that you sample the diffuse (or whatever texture) directly with no lighting. Then you bake that to the low poly. It's the same idea as normal maps, but you sample the pixel of the diffuse transformed out of the UV space of the high poly and render that to the low poly. So what you can do is create a…
Hey guys, I'm starting to play around with xnormal so I can learn it before the War starts and I got some ???s Its really more of a general question I guess but here goes... Where do you plug in an occlusion map? Do you just layer it over the diffuse map in photoshop or what? I'm a maya user by the way. Thanks for the…
Yeah if you have multiple channels with obj it will just read the first. Whenever i get that error its usually unuved faces in the high so i dont know, if its something other than that... what are you exporting from? And arsh: high uv's do matter too btw, it needs them for diffuse baking. Even you you dont have that…
what you can do(and i have generally done with XN) is to create a texture with all of your colors on it, UV(just a very quick planar map is all, nothing complicated) your cage mesh, make selections as you normally would to apply the different materials, but just move/scale these to fit into the corresponding uv color grid…
Since I exported my very highpoly model in the viewer and realised that it was just working fine, I got a bit frustrated by the fact I wasn't able to control maps such as specular/diffuse on this highpoly model. I know that this tool has been designed for a game-art orientation, but it looks like it could be use as a…
For most game graphics, you composite an AO map on top of existing diffuse in your image software, to add a bit of detail, on top of Spec maps to help define edges and surfaces and the like, or use it as a mask for dirt and grime. I don't know of any engine that uses AO maps as a separate map. Oh, and these are just…
yeah, if the highpoly mesh has a base texture on it, and the lowpoly mesh just has some good UV-coords, then somehow the raycaster samples the pixel colour on the highpoly and bakes that down to the lowpoly UVs, with or without the ambient occlusion (could be an option - fullbright, or with AO). kinda like what 3dsmax7/8…
hey all, was wondering if anyone could tell me why im getting some bad seems when baking in Xnormal? both shorts are from unreal, first image is with my lighting setup and all mats pulled in, the second is just the normal plugged into the diffuse spot so you can see the seems xnormal generates. My xnormal settings are the…
Hey jogshy. Thanks a lot for making such a tool available for free. I use it daily, and the whole team I was with at Ubi have been converted into using it because we were 2 users of it and it was so fast and produced so clean results... ;) Some notes about what I'd like to see in future versions: check boxes to bake…
MoP said: [ QUOTE ] I just thought ... maybe a little button somewhere (or a keyboard shortcut maybe) to "Hide UI" in the 3d viewer would be nice, because in windowed mode a lot of the text and stuff covers the screen where the model is [/ QUOTE ] MoP, Try >> F1 << See the bottom-right text inside the 3D viewer ( yes must…