I am new to high poly modelling and i am currently working on a vehicle i want in a game, have done a low poly model before. But i have created some high poly objects and im not done, but im just wondering how the workflow/procedures to do the normal mapping? Do you do high poly first then use wrapit to make a low poly…
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.
@Daustin_3D Nice mesh ! You could try to setup a mesh but, as Stef said, overlapping / layered objects are always a problem. Perhaps could be a better idea to explode the mesh and bake each part ( the skull , the wall, etc ) separately..
HYmmm... curious... you're right. Since the black-theme's change ( or the new year ) the search system seems to skip some threads. About the baking problem: - Are your UVs strictly in the [0.0,1.0] range? - Did you perform a Reset X Form before exporting? Always do that before exporting. - You're using the SBM exporter,…
Correct. Btw, if you have overlapping UVs and you don't want these pixels being rendered over the previous result you can use the "Batch protection" option. For xn4 I'll put an option to render a map for each object.
If you wanted to view an environment model then yeah HDR would be great, and only if the effect could be adjusted, but for standalone objects, just seeing the bloom coming from the emissive textures is just right I think. Thanks again for the tool!
Yup. Object space = t3h s3x for props. Problem is, you can't really edit them in "post" that much. Not like you can with tangent space maps, anyways. That's where apps like Zbrush and Mudbox really help out.
hey guys, i'm pretty new to xNormal and i have some problems with it. i trnied to bake some object but the normal maps look pretty crappy tho. could someone tell me why i'm getting these "artifacts"?
For another feature, add the same hardware accelerated ao baking that Topogun uses. It simulates a bowl object in the back ground. The user adjust the angle that the bowl/rays use to hit the baked obejcts and it gives a great result. Topoguns drawback is that it displays the high poly so that really bogs down comps.…
Are you sure your exported your object to have the hard edges in xnormal? Like open up the low poly one and see if your hard edges are still on it or its made it all into one grouping (smoothing groups if your a max vet).