Pls try with the new 3.17.6 Beta 1 I've uploaded at Eat3D's forum. Also sure if you use Win7 x64 that you execute the 64-bits xNormals's .exe and not the 32 bits one. That's probably caused because you checked in the "Use shortest diagonal" option in the default triangulator plugin. Open the plug-in manager and uncheck it.…
Edit: Consider this issue resolved. After a little more patience and another attempt at a cage I was able to get a succesfull gorgeous bake with no artifacts! I will leave this post here though for future reference. the fixed cage and making sure 'use cage' was checked helped, haha. I was getting some alignment issues…
[ QUOTE ] In the ambient occlusion options, what is the Bias value for? I don't see an explanation for it in the help file. [/ QUOTE ] It basically extrudes a bit the highpoly hit point to solve some self-occlusion problems. It works in the same way that Blender... see this image: Bias 0.0001: Notice the self occlusion…
[ QUOTE ] The file is around 520 mb and 6 million triangles [/ QUOTE ] You can try to export only the vertex positions for the highpoly model. The normals and texture coordinates won't be used, so you can save tons and tons of space. Also, if you can, specify the decimal digits when exporting the OBJ to 3 digits. Some…
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 ] You mean the hair on the guy? I did that with HairFX in Max. If you can get that in real-time, you'll have a lot of people knocking on your door. [/ QUOTE ] Yep, was that Amazing! [ QUOTE ] For some reason you don't seem to get the detail in xNormal that you do in Max, for example. Here's a picture... [/ QUOTE ]…
Thanks, now I see better the problem. ... but I'm afraid that's because I changed the way the AO is computed. For the 3.14.6 I was using the vertex normals ( which is not correct and can cause artifacts near the edges... this is problably why you're getting those white artifacts ). Now I'm using the face normals instead (…
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!…