So i was sitting around last night and thought of a good way to use the diffuse baking to replicate Max's material color baking ability from the highres, only without having to use any materials. This comes in real handy when texturing in photoshop, makes it much easier to know exactly where to paint and easier to make…
xNormal 3.10.3 released! - Revamped ambient occlusion. Now you can use cages/ray distance to control the AO ray length. New adaptive method ( increased render speed ). Added AO bias to solve some self collision problems. Added new Random(dirty) distribution. Added "bent normals" generation for PRT - Added min/max…
To MoP: Very nice MoP!!!!!!!! Is superüber model! I love dungeon & dragons online! Hey! 2200 alphatris should be wiping your graphics card haha! Alpha sorting is slooooooooooooooooooow. Suggestion: try to separate parts with alpha in other OBJ if ya can. And yep yep I think can change it to rotate around the mass center…
jogshy: Excellent, v3.1.2 fixed the bug I was getting, I can now generate ambient occlusion maps as well as normals! Also I think the 3d viewer is an awesome tool, since some programs don't have a previewer for this sort of thing, and often I've seen people asking where they can get a free program to view lowpoly meshes…
Ok Earth, RAR received. 1) Yes, it happens to me too with your files. Using cages and not using them. With the faster raycaster and with the conservative one. With the "smooth normals" option and without it. Yes, some weird thing happens... 2) I imported all in 3dsmax 9 sp2. Reset XForm+Collapse. Saved both highpoly files…
Your settings seems to be correct ( btw the highpoly normals override tangent space is not really tricky ... it does nothing if you leave the "highpoly normals override file" empty ). The tangent basis for a perfect weld should show three axis ( one red, one green and one blue ). I see bunches of different tangent basis in…
Checking off the tangent space box seems to actually make the gradient an even higher contrast, and I don't really have a programmer to talk to as I'm trying to make static meshes for the upcoming unreal tournament game. Here's the model I made, in the editor they released for RoboBlitz. It gets more obvious if I use…
[ QUOTE ] We're interested in developing an exporter for our Marmoset Engine mesh file format. Any comments before we jump in? [/ QUOTE ] In theory will be easy to do a mesh importer for xNormal using its C++ SDK and Visual Studio. You just need to implement the IMeshImporter class and output a Geometry with the positions…
It's unnecessary to use the SBM/OBV features in XNormal - When you've created the cage in the 3D View it'll automatically apply it to the model. But you can create you're own cage which'll give you more control. In your 3D application of choice just explode the mesh, duplicate and create the cage for each part and then…
[ QUOTE ] Thanks. You appear to be right, I only have d3dx9_30.dll, not d3dx9_33.dll . However, apparently now I'm in a quandry because I know I've run the installer for the latest Direct X drivers from Microsoft, the one xNormal directs me to, however apparently it isn't installed. >_< [/ QUOTE ] Try with this one…