Are you using the (defective,old,bugged) max2obj exporter that comes with the old versions of 3dsmax? Use better the gw:obj or the SBM. Remember to apply a resetXForm before exporting in 3dsmax and "Freeze transformations" in Maya. The AO, by nature, is computed using the face normals. Using per-vertex normals produces…
Is there a way to bake multiple objects at once in xNormal with multiple maps per object set? For example, if I had 20 objects that needed a normal and displacement maps is there a way to use a script or some other method to import each set of objects (high and low poly set) for the 20 objects and bake two maps per object…
If you use non-ASCII characters for the name ( as Japanese Kanji or Cyrillic letters ) you might have problems. Can you compress the mesh with 7zip-ultra and send me the model for debugging, pls? Yep hehe :poly136: The fine texture is usually a grayscale image that is blended on the top of the normal map to add micro…
Johny - unfortunately, no. In my real case, the ao generated from the one high res mesh (the badge in my made up example) is not completely overlapped by the low res version of it. You would still see a portion of it peeking out underneath. It occurred to me that I could try to paint it out in photoshop, but I was hoping…
Trying to bake an ambient occlusion map with the Simple ambient occlusion generator results in a humanly unreadable error. After the baking is done and the map has been saved to disk xNormal just throws an error box at me with the name of the file extension - .tga or .tif for example. No further information are given -…
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…
Don't set the radius near zero(left)... try to keep it always a bit more to the right. If the result it's too white you can play with the constrast slider a bit. Btw, the search radius is proportional to the object's radius ( 1/50 times exactly ) so perhaps you'll need to bake the hands sepparately from the body to get…
One smoothing group for an entire model doesn't make sense for everything, it needs to be treated as a case-by-case basis. There's no way you'll get a decent looking hardsurface piece with one smoothing group, for example. UE4 isn't vastly different from any other deferred PBR engine, it still is going to follow many…
Thank you for implementing that feature. It is greatly appreciated. We can begin switching our pipeline over to texturing the high-poly assets thanks to you. We might have a less important asset somewhere we could donate as an example. I'll see if I can dig one up. Meanwhile someone else could donate something. We look…
[ QUOTE ] Hey I was thinking perhaps some sliders that allowed the user the option of changing the opacity of the wireframe and it's colour on your mesh. [/ QUOTE ] The opacity sure! ( but some drivers will ignore it I suspect ) The color is just changed at the moment automatically using the "inverted" background color (…