[ QUOTE ] Hey Im using xnormal for the first time today and Im finding it a bit difficult. [/ QUOTE ] Well, xNormal has many features and can be a little confusing at the start. Take a quick look ( just a quick one ) at the documentation, tutorials and examples. Once you do that just try to bake your first normal map. A…
Btw Ged.. with a 8800GT and 512Mb just forget all what I told about VRAM. Try to reinstall xNormal... perhaps the ui.png texture was corrupted for some reason and that's why you cannot see the UI well. Also sure you have the latest NVIDIA drivers... the 8800GT is relatively new card so I bet the drivers aren't very mature…
I'll try to put together an example. I thought I had one ready to go, but I deleted the Xnormal version when cleaning up the PSD. The only thing you suggested Jogshy that I didn't try, was the SBM exporter. I'll be sure to see if that fixes it. EQ, as of Max 8 with SP2, the max baked normals display 100% perfectly in the…
Alright, thanks for the help guys firstly. Secondly, makes sense EarthQuake, so the issue would be in the format/information UE3 exports to... which really sucks because there isn't a lot of ways around this(..or is there?) Also, tried epics generator a long time ago and it produces poo from what I remember and something…
In regards to unwrapping, all you need to ensure is that for every hard edge in 3d space, you have a break at that edge in UV space. Do that and everything will bake fine in that respect. However, your issue looks different to that. How are you baking in xNormal? Are you using a cage or a uniform ray distance? If you are…
In max you can use the projection modifier, which is conserved all the time. I think you can save the transfer maps envelopes for later using some tricks ( ctrl+z, clone, etc ) Yep, it is: 1. For max: use the projection modifier. Save as SBM with the "Export cage option enabled" 2. For maya: clone your lowpoly mesh.…
Can someone explain to me what the fudge is going on here?! This is driving me insane! It's like the baker just randomly picks a triangle in the uv's and collapses one of the points in either U or V to 0. I checked my UVs, they're perfectly fine with no overlaps. I froze the history before exporting, tried several FBX…
Sorry for being so silent lately, I was a bit occupied :) Some friends are taking care of the xn3 releases, we're migrating the infrastructure ( so probably some emails / blog / links are break atm. Don't worry, we'll fix that soon ). xn 3.20.0 will be released soon with support for Maya/Max 2017 and other fixes/updates.…
I just made a thread but I'll re-post this here in case Jogshy or anybody else knows a way around this and I'll post the answer in the thread: The thing that drives me crazy about xNormal is that apparently every vertex index must be the same between the lowpoly and the cage; having the same number of vertices is not…
Hey guys, Have been having an issue with xnormal where it basically does not render the red channel properly. The attached image shows xnormal bake on top, mudbox bake in the middle and maya bake on the bottom. It looks like there is no info in the red channel, but if I crank on the contrast in the red channel there seems…