Hey I deserve to be slapped in my face. I overlooked, the tgas was 2048x2048. With 1024 it works. But still, 3x2048x2048 takes 36 MB on hard drive and about 76MB VRAM - and my 256MB RAM card is not able to handle it NM displays only when VRAM usage is around 32MB or below. Same with/without alpha channels.
and also, when i try to got to the 3d viewer with it to see what's going on, it gives me this "invalid function parameter 'msh': the mesh default has an UV face (5383) pointing to a non-existent vertex 602224." Does that point to a problem with the low res mesh? or did zbrush screw up my high res?
[ QUOTE ] I've got a mesh from mudbox(~1 million faces) thats crashing on "removing illegal geometry" Any idea why? I've opened it up in another program and exported again(obj) and still the same crash. [/ QUOTE ] What that thing does is to remove degenerated triangles and re-hash the vertices to sure there are not…
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…
I've processed the 2X1 image (512x256) you posted but works ok for me with the 3.17.4 I'm preparing, so the problem seems should be solved with that new version. Well, you can't really compare TS-normal maps using different coordinate systems because the color channels will be different for sure: xNormal uses an OpenGL…
the only way is to copy the object, keep its topology intact and just move the faces/vertices... then export it and use as an "external cage" file. In theory, you can do that too in xNormal: set the average normals mode and keep the "use cage" UNchecked. To be sincere, I'm a complete Maya noob. Are you referring to a "use…
@AnimeAngel, I found the problem with your OBJ. It's using negative face indices... which is ok according the OBJ format, but most of the importers/exporters around aren't prepared for that: they expect positive indices. In theory xNormal was prepared for this.... but, unfortunately, I optimized the internal text parser…
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 (…
Hi! There is a strange artifact on normal map appears if model have more than one smooth group on a face. Usually I use 3ds max sbm exporter for Low poly and obj for High poly. Illustration below Normal map achieved with 3ds max texture baking feature don't have any artifacts. So, maybe the problem with SBM exporter?…
A way to make XNormal not trace against faces pointing in opposite directions would be awesome... unless it's an option I've missed. Basically the same as what EQ said there ... you sometimes get inverted results in some cases, I think if there was a way to not trace from low to high polys which are over 180 degrees…