Yeah, that's how I've been preserving the envelopes and importing them into Xnormal, the problem is that despite averaging the normals it still doesnt work properly. Do I have to manually "weld" vertices in the Xnormal editor despite averaging the normals already in Maya? Again, isn't this a redudant process ? I already…
[ QUOTE ] Would it be posible to add in something that will auto weld verts in uvspace that are in exactly the same spot? Or within a tolerance.... [/ QUOTE ] Not really.. think in a cube with every face mapped independently! What you mean by "same spot"? I think there is only a way to sure model contains the correct…
Turn on the "show lowpoly tangents" to see the normals on these vertices... If are unwelded then you must see different normals and tangent basis for them ( like very similar axis in a bunch ). edited: YES, i see that too... When I turn the show tangent basis I see you must weld them better and sure UV's are welded too!…
Poop: Can you post two photos of the max's viewport showing that, please? Also if you have two examples I could load and test fast will help too. Btw, don't use the 3dsmax obj importer/exporter to make the test, it makes something rare with the smoothing groups. Try to use the SBM exporter to be 100% sure the object is the…
[ QUOTE ] I've been trying to use the cages since I'm getting a bunch of problem areas. But for some reason, when I extrude a cage point along it's normal, it splits into two and they move in different directions, leaving a gap in the cage. I've checked the meshes in other programs to make sure the verts were welded…
oXY, you have a seam there, also in your new meshes... It's VERY hard to see it, because if you place an UVW Wrap modifier with the "show seams" options does not show unless you make a full zoom over the conflictive zone... But see it, here is: I simply welded the conflictive vertices/edges: and no longer shows the light…
I think 3dsmax uses a closest ray hit policy by default. xNormal uses a furthest one do deal with floating geometry. That's why the normal map from 3dsmax is different than the generated with xNormal. If you unheck the "Use closest hit on ray fail" option in xNormal you'll see lots of rays missing hit. Render also a…
The lowpoly mesh and the external cage must use the same topology. Having an equal number of verts, edges, etc... is good but the face indices must match too. That error dialog appear when the external cage's indices dont not match with the lowpoly's ones. Do this test, pls: edit the external cage .OBJ with a text editor…
Just to be more clear: If you use as lowpoly model a cube with hard edges then xNormal 3.17.0 ***WON'T *** break the cage. It will use an averaged one by default ( that is, without discontinuities over the cage ). However, if you need the cage's faces broken-by-smooth-group ( which is rare ) then you need to: 1. Load the…
Hey jogshy, thanks for the invaluable updates. I have a question: I'm playing with the simple ambient occlusion generator to occlude models vertices as an alternative to using Mayas batch bake mental ray (its results always disappoint me). I also played with faogen, and whilst the results are way nicer than mental ray for…