Which smooth-normals xNormal option are you using for the lowpoly model? Average CW, Average CCW or Use exported normals? I would suggest you to use one of the Average CCW option ( or Average CW if is a .lwo ) because it autosmooths the normals using face averaging to solve this. Also, sure to collapse all the meshes into…
Cage. In Plugin manager> obj Importer> Triangulator I have only one option: default. I looked for it, because I have serious problem with cage. Xnormal claim that my vertex index is changing when it's not. Triangulation in Xnormal sounded like the perfect suspect but like I said, I have only one option there. So, any other…
I'm stuck and i really need tough help. I'm currently using Matcap redwax in Zbrush (with mrgb) and trying to export it as my Polypaint to bake down to lp in Xnormal. My problem is that my Bake to highpoly vertex color is turning out totaly white (you clearly see where my uvs are but the uvs are pure white). so my workflow…
Good idea, @m4dcow. A workaround is to export your polypainted meshes from ZBrush into a OBJ. Load them into xNormal and save the mesh as SBM. Then use the SBM importer for Maya so the vertex colors can be load into Maya.
teho: That looks similar to an issue I've had when trying to bake down the vertex color data from Zbrush. Here is two things I would try: 1. Make sure you a clearing all masking before you export your .obj from Zbrush. A good way to ensure this is to use Subtool Master to export out your .obj and check on "Clear Masking"…
Take your low-poly, duplicate it and triangulate it. Then use your move tool to inflate it. If you triangulate after, you may possibly get the wrong triangulation direction (which mean a different order of vertex and an error in xNormal).
Why my Xnormal calculates LWO format like this? other formats work better. I tried OBJ and it works but is it possible to export LW-->OBJ with smoothing treshold-->vertex normal? I only get oversmoothed objects.
Could you set an all switch for Ignore per-vertex-color? If you have to switch that on and off for 10 meshes it can be a bit of a pain :) Thanks for the high and low profile buttons on the max exporter, big click savings :)
Hey jogshy, I like the new preview window! One problem though, when I load in multiple meshes to make a normal/ao map it crashes during rendering (when it gets to calculating hipoly vertex normals).
I'm currently trying to cage-bake using an external cage from Blender, And I keep getting infinite vertex mismatch errors. Its driving me insane. The vertex count and topology of the LP and the cage are absolutely the same, yet I keep getting errors! My workflow is: 1.Triangulate Low Poly. 2.Use the solidify Modifier to…