I don't know how you'd get vertex colours into Max, but I do know that Max will export vertex colour with the .fbx file format, at least with a vertex paint modifier applied. I've used this to bake ID masks out of Xnormal at work, seems to work pretty well.
I reset both xforms, they are on top of each other nicely, im using the auto normalize setting for heightmaps, and i wasnt using a cage....but I just made one using the projection modifier in max and pushed it so it covered the highpoly...the resulting xnormal height map didnt change at all...
[ QUOTE ] how do i save the edited cage in 3d view ? i tottaly forgot :| [/ QUOTE ] The "save meshes" button! Alternatively you can export the Projection Modifier and meshes from 3dsmax 6/7/8/9 to a .SBM file. Also to use an external cage in OBJ,DAE,XSI,3DS, etc format.
[ QUOTE ] me want to ask, are there any plans to tweak the fine detail options? I can't seem to use it without loosing too much definition. [/ QUOTE ] Well, to be honest the fine detail option was a bit experimental and was only designed to add some kind of roughness or noise to the maps. Atm you can just control the color…
[ QUOTE ] Sorry if this has been answered. I looked through most of the thread and the only answer I can find is max does not export OBJ's well. It seems like along the seams of my UV's I am gettingsort of a disconnect. [/ QUOTE ] The 3dsmax2obj mesh exporter that comes with 3dsmax is a bit old and buggy, yep. The 3DS can…
A small progress update: Modified the program to accept copy-pasted or manual file paths. Aligned the file textboxes in a way the file name is always visible ( not the path start ). Also added the "don't load highpoly meshes" as Pior suggested. And yep... you've seen well, acid_low.sia corresponds to the Silo mesh…
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.
hah you know I never even thought about using the push modifier here but have used it for displaying overlayed wireframes in the past. Just didn't consider it a useful modelling tool! What do you mean about the uv's? The low poly wasn't altered but the clone (cage) was, are you saying the cage requires uv's too?
That would be a problem yes ;) You should use the projection modifier in max to make the cage and export it as sbm if you don´t like the editor of xnormal. If you don´t want to use a cage(you should use one though) you should change the ray distance values so that it doesn´t hit parts it shouldn´t hit.
[ QUOTE ] when will it be available ? [/ QUOTE ] In 2 weeks aprox. Wanna finish new bucket render system, new realtime preview dialog, adaptive sampling, modify the GPU AO tool to store per-vertex AO and to accelerate the AO highres-lowpoly projection with it. Also wanna add modo and silo mesh format support and textbox…