I was trying to find answer to that but no luck :(. What is the workflow for baking low poly AO to low poly ? Like baking low poly AO in 3ds max without projection.
for some reason even after editing the cage itr gives me this weird bug along with some ray miss stuff in xnormal , it renders fine in 3ds max , what happened ?
Hmm I've been testing normal map baking with cages and I've run into a problem. Pushing the cage so that it overlaps in some parts mostly joint areas, 3ds max seems to bake clean normals, but if I export that cage (with the SBM) exporter I get artifacts where the cage overlaps. So I'm wondering what is there an option in…
Nice work as usual Jogshy! One sort of bug in the 3d viewer; when I'm in windowed mode, if I ALT-TAB out my cursor remains in the boundary of of the window, not allowing me to go outside of it.
Might just be me but when I load up 3ds max 2k9 I get this error - Class <xNormalSBMImp> from ... the import plugin ... has duplicate class ID: not loading. ... Same error on the exporter.
Maybe try to load the 3D Viewer of xNormal, this will help to see some other problems. Maybe your HP and LP don't align properly (that's what I think regarding your second texture result).
Just to be more clear: If you use as lowpoly model a cube with hard edges then xNormal 3.17.0 ***WON'T *** break the cage. It will use an averaged one by default ( that is, without discontinuities over the cage ). However, if you need the cage's faces broken-by-smooth-group ( which is rare ) then you need to: 1. Load the…
I view in 3ds max (with Y changed to ' - '). Does it mean I will never get good results with max ? I'm trying to switch to xNormal since its faster and better. I get this seam in xNormals viewer too.
I've tried using the new version, but i cant for the life of me find an option to use the new cage method. Is it on by default? If i go into the 3d viewer it seems to split the edges on the cage just the same as it always has.
I find that when I start up the 3D viewer, the camera is in an awkward place away from the model and I always have to press that button at the top which re-centres the view on the model. Could be the same thing for you.