I'm currently trying to cage-bake using an external cage from Blender, And I keep getting infinite vertex mismatch errors. Its driving me insane. The vertex count and topology of the LP and the cage are absolutely the same, yet I keep getting errors! My workflow is: 1.Triangulate Low Poly. 2.Use the solidify Modifier to…
when you create a normalmap make sure you bake the triangulated version.. maya for example triangulates different than xnormal, thus producing normalmap errors.
Could someone shed some light on this error, I can't figure out why it's being rendered in the normal map. The weird displaced area on the circular part??
Hey, I began to use Xnormal for a new project as seems the best alternative for high polycounts models. And I'm getting the same error as MM on the 3.16. beta
The right image seems to have too much contrast... but don't worry, the new options I'm preparing for the 3.15.1 will solve it. Btw, don't use the 3.15.0.... I realized the normal compression introduced makes some small(but noticeable) errors in the tangent space normal maps. The 3.15.1 beta will be available soon. Btw...…
[ QUOTE ] [ QUOTE ] Tried the Simple AO Gen, but I get this error: [/ QUOTE ] What graphics card do you use? Need a card with OpenGL 1.2 + shading language support + FBOs ( Radeon 9XXX/GeForce FX or above ) or to update your drivers if they are too old. [/ QUOTE ] Hey Jogshy, I'm using geforce 6800 and the newest drivers…
Again, the "errors" you see are there to compensate specificly for the low poly model's normals. Of course it will look fucked when you put it on a plane. If your exporter isnt sending out the exact same data that you have in maya/xnormal for this it will cause problems. UE3 is not magic and does infact need what you're…