Hmmmm... strange.... Please, try this: 1. Uninstall xNormal. 2. Delete all the files from Documents\xNormal ( specially the XML and .dat ). 3. Remove the HKCU\Software\Santiago Orgaz\xNormal entry from the registry and see if that helps. 4. Re-install xNormal. Ok, I'll take a look :poly136: A cage is a way to control the…
Just a note: the SBM exporter can manage only TRIANGLES. If you use quad (Eidtable Poly) meshes, the cage won't be exported. That means you need to put an Edit Mesh modifier over your Edit Poly... and then a Projection modifier over the Edit Mesh. T-junctions are PURE EVIL in the cage.... however, you're right. There's…
xNormal (v3.18.4.37652) never respond after pressing the Generate Maps button but not crashes or hangs. Hi, there. I'm baking a normal map and a texture map from a high poly model with vertex color(polypaint). When I press the Generate Maps button, xNormal seems working but after "Counting lowpoly Default's triangles…
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"…
So I resolved the problems using Xnormal's cage in the 3D viewer option. Also tweaked around some other parameters and am now getting close to perfect bakes with Xnormal. But I had some issues that made me a bit confused so please help me if you can guys. OK so firstly I tried loading the 3D viewer with both high poly and…
xNormal v3.9.1 has been released! It adds a Direct3D 9.0c graphics driver for the 3D viewer , hurray! I was tired of crappy OpenGL drivers thats why included the Direct3D driver for the viewer. This driver can use Shader Model 1, 2 and 3 so people with low-end cards can now use the xNormal 3D viewer. A .X mesh importer has…
My workflow is generally MAX/Zbrush then into UDK. I generally use Max's render to texture to generate my normal maps. I have an older version of MAX (2009) so I have to deal with some quality issues once the model is in UDK and has its normal map applied. My models look great in MAX's viewport with the 3Point Shader and…
Are you 100% sure the UVs are well welded there and the smoothing groups correct? Well, if you are, then pass to the next point: Each application has its own way to compute and use the tangent space. If you generate the maps in a XXXX application but you preview it in a YYYYY application you need a way to match the tangent…
Probably not the first person that is asking this question. But I've got some problems regarding baking normal map in xNormal. I'm working in Cinema 4D and want to render with OTOY Octane (for C4D). I've modelled an object, UV-mapped it (http://puu.sh/lCVM8/923243850d.png), made an high poly object from it [copy and paste…
What i want is a way to average JUST the projection, not the entire mesh. Averaging the smoothing on the entire mesh is really bad, as it causes smoothing errors etc. But in max/maya, the projection is averaged so you can have your lowpoly set up with hard edges, but not get the missed detail on said edges because of the…