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 haven't checked out this tool yet, but it sounds promising. Maybe the way to do both normal and occlusion with the same files would be to load the full low- and high-poly models, then allow the user to select a chunk or chunks of the lowpoly to capture normals for. They could save the resulting normal map then select the…
Ahh, it seems I exported my reference plane along with my lowpoly, which was also scaled incorrectly. [ QUOTE ] i give up! i cant render AO maps with XNORMAL! is xnormal suposed to take ages to render the map? it looks like it stops at the middle of the progress bar. i mean. the green light still lights up but come on!! my…
if someone is willing to do an example from Zbrush for Jogshy please! Also , do you think you could make an option to render AO from normal map detail in the lowpoly model ? that might be tricky i believe, max does that , but its a bit meh , so it doesnt hurt asking. Your a supa man jogshy , trabajas en esto de una forma…
Hey sexy model! In theory this is what xNormal does: Fire rays from the inner cage to the outter cage ( if cages are enabled ). Fartest hit is taken always. If rays fails hit then use closest hit. If this fails use lowpoly normal. Are you using cages? If not, have you set a good outter and inner distance ( mesuring with a…
[ QUOTE ] The per-vertex AO is nice! It rendered the highpoly AO vertex colors to a lowpoly mesh with 2048 map in 15 secs! [/ QUOTE ] Btw, sure you use the FP16 or FP32 precission to fully-use the GPU. If you set it to CPU will use it only partially ( but sometimes is required if the graphics card cannot support floating…
I need to develop a better adaptive method. The old one had a lot of bugs and the quality was not good(specially with the AO, that had a lot of banding artifacts ). I'm working to render all the maps faster. xn4 will solve that: you'll import a highres mesh... then the internal structures I use for ray tracing will be…
This might be impossible , and i might be saying a shitload of nonsense, but do you think you could add a functionality where we load the lowpoly model with the normal maps applied , and you render an AO from eaach texture with the normal map detail ? and maybe you could with it simulate cavity mapping ? its pretty much…
[ QUOTE ] i saved the cage i was using on 3ds max to render correct , but it whined about the number of vertex not beeing the same , wich was odd, since i imported it back to max and made a vert count and was exactly the same [/ QUOTE ] Are you using the 3.11.1? Solved a problem related to that in the last version.. that's…
[ QUOTE ] I had a problem with 3.10.2 in that when I went to the 3D viewer, my model is invisible unless I tick 'show normals' or 'show cage'. In which case I can't see the textures. [/ QUOTE ] What's your OS, graphics card and drivers version please? I think somebody told me about some Direct3D problems with ATI and…