pior: Yup. It will save both the highpoly and the lowpoly with your tweaked cage and autoassign them if you want to their correct slots for you after you do this. I don't think there is a way to only export the lowpoly cage... so you end up with 2 extra files after your tweaking. Here is a link for an old tut about the 3d…
Hm, an option to ignore backsides, i.e. ignore surfaces of the highpoly model with normals that differ more than 90° from the lowpoly normal? That'd help in close spaces.
Export the hipoly mesh and lowpoly mesh from maya. Sorry how how do you export tangent info? Isn't it just stored in the mesh? But not that experianced with editing that in maya.
[ QUOTE ] if someone is willing to do an example from Zbrush for Jogshy please! [/ QUOTE ] Yes please, something that a dumb programmer like me could understand! Can't use Zbrush btw, I have only 256Mb of ram and my cpu just explodes with those ubah programs [ QUOTE ] Also , do you think you could make an option to render…
[ QUOTE ] so having to click on each model and manually load textures for each is a bit cumbersome. [/ QUOTE ] Can't you save a XML settings file and load it after? The program is supposed to save the current settings each time you exit and you can load/save your settings manually also. You can set all your meshes the…
The lowpoly mesh and the external cage must use the same topology. Having an equal number of verts, edges, etc... is good but the face indices must match too. That error dialog appear when the external cage's indices dont not match with the lowpoly's ones. Do this test, pls: edit the external cage .OBJ with a text editor…
I apoligize if this has already been answered...just to big of a thread to read through to find this atm. with this program is it possible to take a highpoly, and bake its amb occ without unwraping it into an unwraped lowpoly?
On the lowpoly section enable the use cage option, this makes xnormal do averaged projections, and if your low poly intersects with the high alot, you may actually have to make a cage to bake this down.
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…
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.