This is a really stupid suggestion, but based on your image I'd say: are you sure you didn't export both your high AND low to your highpoly file? Go into the 3d viewer and hide everything but the highpoly, then see if there isn't a lowpoly in there as well.
Ya that's what I mean, it would work if I reset it - but I don't see why it should check it if I just tick it off (I always use the same lowpoly and cage files anyway) - so just wanted to share it ;)
Xerilon : this is not a seam problem. It looks like your maximum F and maximum R ray casting in the lowpoly options are too big and what you take as a seam is in fact a part of one leg baked on the other. Try to reduce both values and you should be fine.
Hey Jogshy, the bake hipoly texture to lowpoly option is nice! I was wondering if it would be possible to make an auto-assign random colors to groups/elements option? Also an option to go into 3d view, select highpoly elements and pick/change colors. Thanks for your hard work!
having problems using external cage files with XN lately. what i have been doing is export all 3 meshes, my highpoly, lowpoly, and cage out as seprate sbm files from maya, and have been making my cage by duplicating the lowpoly, and pushing all verts out on there normals slightly. and i get this error everytime i try and…
hey jogshy maybe some presets for ambient oclusion ( regular one ) another one to make stuff somesort of like cavity mapping , and another one for lowpoly amboc . yeah i know lame. Also whats the difference between cosine and uniform ? thanks a bunch and happy new year
[ QUOTE ] If you could add cavity maps like zbrush can , and be able to generate them from the lowpoly with normals ill empty my paypal account lol. [/ QUOTE ] Let me show you what I'm coding atm... Could show the the preview window too but is broken atm Mwahaha!
[ QUOTE ] In 3ds max, you can get the lowpoly model and with the normal map you can bake ambient oclusion from the highpoly detail , its not as accurate as the highpoly source but its pretty good , do you think you could implement that option in xnormal ? [/ QUOTE ] You broke one of the surprises of the 3.11.0!
128-256 rays is preview quality really. Put that to 1024-2048 with 4AA for production quality. And spread agle==140 seems too much. 160 is fine. Use the cosine distribution. To remove banding you can try also to enable the jittering. As MightyPea said, looks like if you exported the lowpoly attached to the highpoly.
[ QUOTE ] Good job Only problem I have with the "don't load highpoly meshes" is that it's yet another checkbox I will check, and forget about, and then curse and spit and wonder why the hell things won't work properly. [/ QUOTE ] Yep, perhaps will be better to put a button to toggle all the visibility in the…