I'm having some major issues with xnormal and my normal maps. I'm getting these artifacts when I combine my normal maps with dDo in photoshop: As you can see, the higher the gloss/spec, the more predominant the artifacts/gradients are. Here's my normal map with the contrast tuned all the way up, the artifacting becomes…
Material-id baking process in xNormal 32-bit a'la 3dsMax: I'm not sure if the 64-bit version is capable of this process. . . :DD just kidding. 1. Its a good idea to UV your hipolys and texture them and also sculpt them in Zbrush so they have good geometric detail and a texture. Separate hipoly Subtools by material. 2. Bake…
Add an option, the current way is absolutely useful for some stuff. You tend to get more accurate details with the current way(less skewed or bent details). So its good to bake both ways, and combine them in photoshop. I've been doing this in max with very good results. I would make the averaged option the default one, but…
Hey guys, I'm starting to play around with xnormal so I can learn it before the War starts and I got some ???s Its really more of a general question I guess but here goes... Where do you plug in an occlusion map? Do you just layer it over the diffuse map in photoshop or what? I'm a maya user by the way. Thanks for the…
Great Forum here ! time to start with a question... So any chance to get good results with multi objects at the same time without Photoshop and with less time ?. I've a zbrush file with 20 subtools, and 20 retopoly lowpolys... I test many things - but everytime i get overlapping object seems. Any solution for xnormal or a…
I'm making it a bit bigger for the 3.14.6... like 512x512 maximum. I don't wanna make it larger because the .NET's bitmaps are kinda slow. About to take the screenshots from them.... better open the output file with paint.net or photoshop and then resize it using bicubic or bilinear filters. And yep, the xNormal's 3d…
@DamjanMX, use a 16 bits output format like TIFF. You can ebale 16 bits using the plug-in manager, selecting the exporter and pressing "configure". @artquest, Perhaps you could dettach the X bandana from body and render separately.... or explode the model. Self-AO will be ok but the shadow the bandana drops on the body…
Nope, it's no good, I can't get this bad boy to crash jogshy Really tremendous stuff, thanks. Further to what Ely just mentioned, ability to run the viewer in a window would be nice. Currently with the viewer running, you can't Alt-Tab into Photoshop. Which means that you can only ever grab one screenshot from the viewer…
Looking forward to it. I've been trying to use it to check my textures as I'm working on them, but when I have the viewer in windowed mode, the cursor can't leave the xnormal window, even when alt+tabbed to another program. Any idea how to get around that? At the moment it means having to close the viewer, go back to…
Hello everyone. So I have this weird artifact with my height map after a bake in xnormal. (substance painter viewport>) https://puu.sh/z10U4/1324358629.png https://puu.sh/z10Rz/f71297561e.png https://puu.sh/z10SV/571829d822.png https://puu.sh/z10U4/1324358629.png Rebaked it couple of times. Still same thing comes out with…