Hey jogshy. Thanks a lot for making such a tool available for free. I use it daily, and the whole team I was with at Ubi have been converted into using it because we were 2 users of it and it was so fast and produced so clean results... ;) Some notes about what I'd like to see in future versions: check boxes to bake…
[ QUOTE ] I noticed importing the mesh doesn't use both threads on my cpu, i dont have any idea if its posible to use both cores [/ QUOTE ] To use dual-core to import won't be a good idea I think... because you will gain CPU performance but you will loose it because the hard disk head have to jump from a portion of the…
Not too sure if this will help anyone but I kinda found a solution. After re-installing XNormal, I duplicated the object, adjusted the verts to form a cage and exported it as an OBJ. This worked in XNormal, but gave me a warped normal map. Similar to Maya's transfer maps, the edges were conforming and looked great, but the…
Thanks for the reply Jogshy, unfortunately there would be no way to have a cage not hitting other portions (though again, the errors I circled werent with the portions hitting). I can always and have juut cleaned up the "outlines" created by intersecting pieces afterwords. Its not a big deal. Outlines are easier to clean…
How are set your normals? Looks like they're averaged. For that kind of cube try the "Hard normals" or manually setup an independent smoothing group for each face. It's also a good idea to bevel a bit the edges to avoid ray misses. Btw... are you using a cage or uniform ray distances? If you use cages then the averaged…
[ QUOTE ] is there a way the user can load 2 seperate meshes into xnormal along with it's maps etc? Or if there is any other tool that can do this, otherwise im screwed [/ QUOTE ] Yep, is possible: You can sepparate your model by "material". Imagine you have the object "myCar" with 3 sub-materials(3dsmax multi-sub-obj…
When baking in xNormal, the low poly tries to pick up the high poly detail around it. That means that the low poly leather will pick up detail from the high poly skull because they're close together. This is likely because your model is made of separate components baked at the same time. You may have to separate the high…
Version v3.6.1 is out. Basically added the diffuse cubemap lighting to simulate outdoors, added fresnel reflections, now the last importers/exporters used are saved so you won't have to re-select the file filter in the combo boxes and the isolate/mask normal map ( see the "batch protect" in the docs ) Here you can see the…
[ QUOTE ] 1) It would be nice to be able to give every model a color (no texture), which would be baked as a color map. [/ QUOTE ] Like an objectID? Well I can output an objectID map very easy if ya want. Or are your referring to give a random color to the non-texture meshes inside the 3d viewer? [ QUOTE ] 2) Programms…
Hello everyone: Does anyone have any tips as to the blender 2.7x> xnormal workflow. Alot has changed in blender since the last version I used with xnormal (2.69); I'm not expecting a tutorial, just quick tips on: 1. preferred export format 2. whether marking sharp edges is necessary for an organic model (an octopus, save…