Hi jogshy, I don't know how long this has been the case. Last version I really used was 3.17 something. I used to be able to export from 3D Max a projected cage sbm file that had a modifier stack. As long as the bottom of it was an editable mesh. Now if I add anything to the stack, even a uvw, it wont allow the projection…
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…
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…
I am getting an issue everytime I try and make a cage in Maya for my object. I duplicate my LP and then selecte faces, extrude outward. Some have open holes so I delete the extra faces created. They have the exact same tri count, vert count, face count and so forth. It seems if I use extrude in Maya I am unable to use that…
I'm getting seams along my UV shells, it looks to me like a problem with the smoothing groups during baking. My workflow is basically this: - Unwrap the lowpoly - Use TexTools UVs->SmoothingGroups tool to break my smoothing groups along the UV shells - Duplicate the mesh, add a push modifier and collapse it to get the cage…
[ QUOTE ] so having to click on each model and manually load textures for each is a bit cumbersome. [/ QUOTE ] Can't you save a XML settings file and load it after? The program is supposed to save the current settings each time you exit and you can load/save your settings manually also. You can set all your meshes the…
Just a note: the SBM exporter can manage only TRIANGLES. If you use quad (Eidtable Poly) meshes, the cage won't be exported. That means you need to put an Edit Mesh modifier over your Edit Poly... and then a Projection modifier over the Edit Mesh. T-junctions are PURE EVIL in the cage.... however, you're right. There's…
[ QUOTE ] It seems like with the raycasters you could bake things other than normals into a low poly object. Like, say, any texture? So could you bake diffuse textures from a high to low poly? Because that is Teh Future. Have you thought about doing this? [/ QUOTE ] Yep yep could calculate lighting ( lightmaps + PRT )…
But sure the models are near (0,0,0). It's VERY important, or the radius for the heights's auto-normalization won't be calculated properly. Remind the object needs to be triangulated(Edit mesh :p) before applying the Projection modifier. The SBM exporter cannot export quad-based cages. Also sure you have checked in the…
@m4dcow: The solidify modifier basically duplicates the mesh, and pushes it across the normals, which results in two meshes, The inner and the outer. The inner is basically the original mesh, and the other is the cage. It also gives the option of "High quality Normals", which keeps the normals of the cage nice and steady.…