If you use 3dsmax you can put a Projection modifier on the top of the stack and export as .SBM with the "Export cage" option enabled. that will use an averaged cage. If you use external cages or the xN cage editor, enter the 3D viewer. Enabled show cage->edit cage. Select some vertices(or all) and press "weld" to average…
Just wanna throw this out there... seem to be able to overcome these types of problems by turning edges (3ds max) even with 90 degree angles the shading looks correct providing you have enough geometry to allow surrounding edges to flow together or be seperated, whatever's required... ...BUT... a question specific to this…
The cage was made by cloning the low poly, extruding locally and deleting excess borders - so it was this that caused the vertices/face order to be re-arranged? Thanks for the info, this totally went over my head as only vert/edge/polycount were mentioned as important factors in the tutorial and therefore the error made…
Yeah man, thanks for the reply. Just been looking into this and I'm getting this error in XNormal. ErrorInvalid function parameter 'cage' : The cage mesh polySurfaceShape153 inside C:\Users\BreaK\Desktop\Low Cage.SBM does not have the same number of vertices than the mesh Default inside the file…
Ok, I understand now. Thanks for the in-depth explanation. The latest xN version use welding by default. You just need to perform a very similar thing to you're doing in Maya: enter the 3D viewer, extrude the cage with the "global cage extrussion" slider until it covers the highpoly model, hit save meshes and answer "yes"…
The latest versions use welding by default. Just ask "yes" to the auto-assign dialog. Yep, that's a problem. I perhaps should integrate the xN renderer into Maya. To setup a cage can be as easy as: enter the 3D viewer. Extrude the cage with the "global cage extrussion" until it covers the highpoly. Save meshes. For simple…
Oxy, that happens usually if you move some vertex in the cage. If you extrude it won't affect the map... but if you move a vertex a distorsion can appear ( remember the cage not only controls the ray distance but also the ray direction -> see poop's normal map cages tutorial, specially the cylinder example ). To be sure:…
[ QUOTE ] is there any way to increase the cage ray distance ? [/ QUOTE ] Yep, check the "use cages" option in the lowpoly options. ( by default xNormal uses uniform ray distances.. to use cages check the "use cage" so the uniform ray distances will be ignored ) After that, enter the 3D viewer, mark the "edit cages", then…
@vinny_peluso, can you send me your OBJ files to debug them pls? You might try with another mesh format like SBM or FBX, Can you send me your mesh so I can debug it in depth to fix the LWO mesh importer, pls? @silentbrains, exploding your model might help you to render the AO properly. @sondrebot, try using a cage.…
[ QUOTE ] hey man, just was wondering if anything changed on the photoshop dialation filter. [/ QUOTE ] Yep, changed it a lot for the 3.11.1 [ QUOTE ] It use to work great, now for some reason when i try to run the filter it flips the mask vertically and the end result looks really messed up. [/ QUOTE ] You are right, it…