yeah i know that, but that costs a lot of time when doing several testbakes... always opening up the viewer, adjusting the cage manually, exporting, etc. 3ds Max's normal map seems to be generally a lot better this time. There were several minor issues that seemed to be solved as well with Max's bake. It really seems to me…
All objects need a normal map. Do they need high poly detail baked down? That is based upon certain circumstances. I would say you do not really need a defined normal map for the bookmark but it would not hurt. Same goes for AO. Edge padding should be done in xNormal. However, after the fact you can open your completed…
This past week I've been focusing how to create normal map bakes in xNormal. I have not created normal maps outside of zbrush so I have been experimenting with different methods. A few notes: Large flat planes on my high poly ended up giving weird normal artifacts so I threw in a couple edges loops which solved the…
ok, well, the normal mapping thing is simple yet complex.. (woo always wanted to sound wise and mysterious :D ) the really complex bits you don't really need to understand right now, the basic idea is it tricks your computer into thinking the surface is more complex than it is, this image shows the workflow. 1) basically…
I've decided to make a test with the baking in both softwares and here's the result. - Testing steps: bake normal map in Toolbag (TB), bake normal map in substance painter (SP), swap nomal maps to see the behaviour. - Tested objects: I made 2 objects which are the same as the picture below (1 Object includes sphere and…
Ok finally finished with the baking and setting up the textures.. got some preview shots of it (will show everything better after i get it setup right, this is just a preview): these were taken from xnormal's 3d viewer: This one was a render of 3ds max: Why does the normals in xnormal 3d viewer make the shapes pop out more…
I'm getting smoothing errors once my mesh has been lightmapped in the viewport, but when I view my material in the material editor with 'Use selected StaticMesh in Generic Browser' on my mesh it looks fine. Any ideas? I baked the normals with max, since my initial tests with xnormal didn't look as good. Should I try again…
Updated the version now. Changes * the textures to bake are working now * minor fixes inside the gui * updated the dds compression tools to new ones from nvidia * experimental normal compression with dds * changed the Xoliulshader.fx to reconstruct the b channel via red and green channel * Enhanced packing algorithm with…
Hello! Today I've been using XNormal by the first time, and most of my textures look quite strange. These are them: Cavity Convexity Curvature Normal Ambient Occlusion As you can see, Cavity and AO look good, but the rest somehow don't. Both of my meshes (high and low poly) are overlapping perfectly and have reset their…
Nice! I would reduce the amount of DOF, since it's a bit annoying not being able to read details in various areas. I think the point is to show off your work, not fancy camera shenanigans. Also would be nice to increase ambient lighting contribution, to fill in those black lifeless shadows. Would be great to see closeups…