Thx For the diffuse textures, it might sound weird, but i've used the composite map in 3dsmax, i played with the layers/tiling/blend mode/masks and when i'm happy with the result i render the map (my wood diffuse consist in 3 photos+some masks and multiplied with an ao map) For the normals, i used z-brush and xnormal,…
Are you dead set on using Zmapper to generate your normal maps? I find it's less of a pain to just use Xnormal for that. Personally I won't go near Zmapper again, because of all the hoops you have to go through just for a bake. 3ds max generates some pretty high quality normals too, if you can get your sources meshes to…
HAve you tried applying this to your mesh or are you just looking at the normals and saying its wrong? It doesn't look like anything too out of the ordinary there, but if you think its a cage propblem i would just turn off cage, and use the ray distance settings in xnormal. That said it looks more like the normals…
yep, if it is a ray distance prob you could render off 2 or 3 or more normal/AO maps each with different ray distance settings and then layer them together in photoshop and erase out the bad bits to create the nice clean map.
butt sahib: I tried baking normal map in xNormal, but it was full of some nasty artifacts. So I decided to try projection maping in 3ds max, and it rendered just flat color. EDIT: OK, i solved the flat color, now I have a problem with almost the same artifact problems as in xNormal.
Like said, it depends, especially for the chamfers. Do you need cuts for normal maps because of hard edges? What's more visible? How much distortion and size scale changes are you willing to deal with? Personally, I'd probably do something like this: "a" can be straightened out without any distortion, the inner and outer…
I don't know of anything for straight out of xNormal, but handplane can convert object space normal maps to tangent space maps for most target engines including various versions of Maya. http://www.handplane3d.com/
I want to bake in my colors in xnormal when baking my maps, and i read it has to be a vertex map from modo? anyone know how to export this vertex map? i found out how to create one today, but i have no idea how i export this so x normal can view it for the high res mesh and bake it?
Is it possible to have xnormal cast each line item one at a time? Providing a map for each item? Currently I have to select the high, select the low. Set the map name. Bake. Repeat. Gets tedious with 30+ items. I tried the AirbornStudios Backstube, but that seems to provide one combined map for all the line items as if I…