jogshy, could you put a preset for a low poly (with cage/UVs/normals) and one that is blank (like now) for the sbm exporter? When exporting a lot of low polys (or the same one again and again more like) it's a bit annoying to tick those same boxes repeatedly. The obj exporter for max does something like that for different…
[ QUOTE ] So far it (with the smiley face of next-genishness) hangs on waiting completion. [/ QUOTE ] "Waiting completion"? That happens if you use the hxGrid distributed rendering without enabling the coordinator/agent. Are you using the hxGrid distributed renderer or the Default Scanline one? If you use the distributed…
[ QUOTE ] i haven't used the cage yet... [/ QUOTE ] Try to use cages always. Uniform ray distances are only good for very simple meshes like walls or spheres. It also allows you to control better not only the distance limitation but also the vertex normals's direction ( see the Poop's normal workflow tutorial ). [ QUOTE ]…
There's currently a bug in xN, that's why that model is shown differently than Blender. It will be fixed for the next release. Anyways, if you export the SBM from Maya, and you check in the "export tangent basis" option then it will export the Maya's tangent basis and not the mkktspace. If you need the SBM to use the…
AAAAAAAAAAAAAArrrrrgh. I exported my low poly model from maya. I then pushed verts out so the model would act as an envelope, I didn't add/remove/alter geometry, just inflated it to fit around the high poly. I then exported that (as .obj like the first export). Didn't work in xnormal, so I'm looking at them mow in notepad…
I *think* you can export the FBX as Z-Up from Max and xNormal should account for that? If not, then you'd need to use OBJ and ensure that it's set tp Z-Up in the export prefs. I figured it out for some stuff at work but I don't remember exactly any more :/
Is something wrong with the last two versions of sbm exporters for 3d studio max 13 (versions 3.18 and 3.18.1)? This is what my bake of a mesh exported via sbm looks like, note the weird colors. In the 3D viewer, most of the mirrored parts of the mesh look inverted and there's some really weird artifacts in some areas. I…