Yes, I am using a cage, just double-checked and I'm indeed exporting with 1 single smoothing group in the whole cage. My low poly has differente smoothing groups on each shell, in fact, I tried: 1. No hard edges 2. Hard edges on EACH shell 3. Hard edges on 80~ degree edges, and same smoothing group(even if different uv…
Ok! So, if I understand correctly. 1: If I use a cage mesh in Xnormal (a cage mesh which I import from Maya where I define it by hand), it overrides or makes irrelevant the smooth normals setting. 2: The cage mesh should be set to all soft/averaged edges regardless of the low-poly. 3: The low-polys hard edges should be…
I've been following this thread since the beginning, but haven't been able to keep up with each page, so I apologize if this was answered, but How would this apply to someone that currently only works in Maya, xNormal, and UDK? Some of the information was losing me, just because of the translation from Max to Maya. I don't…
Hi. I've read this post for a couple hours now and have a few questions. I didn't get through all the pages, so I may ask answered questions but I was searching for answers and decided asking might be faster. okok 1. I use 3ds max to bake my normals and AO, using projection and cages. I use Marmost to render assets and UDK…
I spend 2 day to understand what is wrong. This makes me crazy Workflow * From Max 2016 : - Export all mesh (low, high, cage) using FBX 2013 with 1 smoothing group mikkTspace (with export smoothing group ON and Tangents & Binormals OFF) for the cage and low res mesh, all transform freeze for all meshes and only the cage…
Hello everyone. I'm writing a document for my team about best practices for baking normal maps. There are a couple of things I'm still not sure about, I thought I would ask here and see what people think. I've read the wiki and a lot of this thread, but still the answers to these two questions escape me! Here goes: 1) I…
I think you should try experimenting with this a bit, you seem to be getting wrapped up in technical information, much of this should be apparent if you try. Some more info: 1. average normals in xnormal would override your mesh normals, you should not do this 2. you can use hard edges wherever you have uv seams, you don't…
OK, so I think I'm beginning to see where my confusion is coming from - I'm failing to properly recognise the fact that there are two meshes at work here: the low and the projection... let me go over the facts as I'm beginning to understand them and maybe you can point out if I'm still not quite there: 1. smoothing groups…
The xnormal curvature map thing has already been discussed. Combining two maps is again, work that needs to be redone if you get change requests so its a slow and clunky workflow. There are some minor ray errors on some of the buttons, but nothing on the image you're quoting. The ray errors there could easily be fixed by…
Hello, everyone! Think I'd better ask it here, then open a new tread. So I'm trying to make my first bake, nothing special for the beginning, just a cube, but I'm already stuck and puzzled with it. Sorry, for newbie questions in advance.-) So I have a cube and bake normals in tangent space. As far as I understand, they…