Just to be more clear: If you use as lowpoly model a cube with hard edges then xNormal 3.17.0 ***WON'T *** break the cage. It will use an averaged one by default ( that is, without discontinuities over the cage ). However, if you need the cage's faces broken-by-smooth-group ( which is rare ) then you need to: 1. Load the…
Don't set the radius near zero(left)... try to keep it always a bit more to the right. If the result it's too white you can play with the constrast slider a bit. Btw, the search radius is proportional to the object's radius ( 1/50 times exactly ) so perhaps you'll need to bake the hands sepparately from the body to get…
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…
Alright, since converting OS maps from max format to maya/XN format is not nearly as simple, i figured i'de start up a post here on the correct way to convert maps, as well as try to figure out the correct settings to use when rendering in max for xn/maya format OS maps. Here is a quick example(kaskad's bullet) in toolbag…
hey jogshy I have a question to ask Ive been using z-brush 3.5 R3 for sculpting lately. I recently did a experiment of making some high poly rocks. So I made a basic box with a sub D on it , reseted its X-form and its pivot and placed it at 0,0,0 before export. I then sculpted out my said rock. I after feeling comfortable…
Hmmmm... strange.... Please, try this: 1. Uninstall xNormal. 2. Delete all the files from Documents\xNormal ( specially the XML and .dat ). 3. Remove the HKCU\Software\Santiago Orgaz\xNormal entry from the registry and see if that helps. 4. Re-install xNormal. Ok, I'll take a look :poly136: A cage is a way to control the…
I need help! We switched over to the somewhat synched normals version of the unreal engine and so I started using xnormal again. I made a test model to stress test common high poly shapes. I am getting weird pinching artifacts in my normal map from xnormal now and I can't get rid of them. Facts: Tried Fbx 2012 AND 2013.2…
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…
Here are my suggestions/wishlist: 1. the ability to transfer multiple textures (diffuse/gloss/normal/etc. from high to lowpoly in one go. Very useful for LOD creation. 2. revamp the baking options screen: on the left you could set up the map you want to bake then with a + button add it to a list on the right. This would…
xNormal 3.9.4 Beta 1 is out at www.xnormal.net - Localization. Now can use various languages. - Fixed mirrored UV problems. Added an example using mirrored UVs (horizontally and vertically ), cylindrical mapping, spherical mapping and continous mapping. - Improved shadows and highpoly rendering speed under SM3.0 and DX9 -…