you are using max why would you even think about doing the cage in xnormal? >_< with all the batchers around, there isn't even a need to ever touch xnormal after export.
why do you decimate in the first place? i know it will speed up baking yadayada but the quality might suffer, you risk borked up shading or weird triangles as in your case
@nyx702 - Thank you very much! Right now, the Studio version comes with a command line that can be used with a batch file to do a lot of files at once. Does that do what you are looking for?
Hi Polycount, I'm Rob, the developer of a new texture baking tool, MightyBake. You can check it out at mightybake.com. It's a new tool and we would appreciate hearing your feedback and any way we can make it better. You can download it here. Our custom baking engine can bake large meshes really quickly with a simple…
@Neox - Great feedback! Thanks for trying the latest release. Most of your requests I understand and they sound like good ideas. A few questions: 1) What would you like the vertex colours to do? Do you mean a bake where you can just bake out the vertex colours? 2) The envelope mesh should handle it for the blocking meshes…
@prime8 thanks for trying it out! do you mean a cage like x-normal? What is the functionality you are looking for? Is it the ability to control the transfer direction on each poly using matching meshes or is it something else?
Hey Rob, Just tested the fixes you put in 1.4.2, everything is up and running. Thanks for the quick turn-around. I'll test with your suggested settings for Unity 5: 'If you use 'FBX Tangents' in mighty bake, and set the mesh to 'import' from your game FBX, it should be fine. ' I'll let you know if I see any weirdness…
Hey, we are having a new bug in 1.4.7 When you use the high poly export script on a smooth mesh preview in Maya it flattens the model down to polygons and you lose your sub-d model.