Hahahah, funny scar :D About the strange waves there... can you post some screenshots with the cage, map settings, lowpoly/highpoly settings and alignment? I suspect is due to something related with the cage's faces.
I've got a mesh from mudbox(~1 million faces) thats crashing on "removing illegal geometry" Any idea why? I've opened it up in another program and exported again(obj) and still the same crash.
Hmm, I would have suggested Shortest diagonal first thing, but if that doesn't work, it must be that your mesh has a different number of verts/faces etc. Is the cage 100% topologically identical to the LP mesh (including UV islands, verts, smoothing groups/hard edges/faces etc.?) Is there any way that the sbm is adding or…
Hi Froyok thanks for the assist, I redid my cage completely again, using your method. Though It still didn't solve the problem. The only difference is that the error is mentioning a different face number now to the last time.
Try to setup a cage and sure it covers completely the highpoly model. What East said: try the "Average vertex normals" and see if that helps. If not probably it's something related to the exported normals. I can see the face normals in that viewport but not the vertex ones!
Do you mean to show the pixels of the rendered-normalmap-faces in a window while is generating the normalmap or to put a textured rectangle in the 3D viewer with those textures? Think the time I spend rendering something in the screen is time that is added to the total process.
Yeah I've checked this. They've carried over into XNormal fine. Thing is now I've had to tweak the UV's to get the normal looking good and now some faces look stretched... Bit annoying, cant find any other solution at the minute.
My guess is that ambient occlusion is a lighting solution so rays are cast from the environment towards the model, whereas with normal mapping, rays are cast outwards from the faces of the low poly model. I guess you could say they work in opposite ways?
Does anyone know how to make inward-facing AO maps similar to the ones here http://colinbarrebrisebois.com/category/subsurface-scattering/ I cant figure out how to do it in Xnormal, and so far the only program that i know that can do it is max.
I'm not sure what the problem is... the indents/raised areas looking thinner/thicker? If so, that's down to how the cage works. With this particular low poly mesh, there's no real easy around it. You could bevel the edges and then in the cage only push the main faces straight outwards.