I'm not sure. I think the 3.16.13 uses averaged cages by default. Do a simple test: export a hard-edged mesh into a SBM file with the "Export cage" UNchecked ( well, or from Maya where that option is not present... or use a .OBJ ). Enter the xNormal 3D viewer and extrude the cage. See if the cage breaks.
OK I'm a tard, I figured it out thanks guys. It wasn't a UV issue at all I don't think. At some point my maya>.obj export options had changed. I re-ticked materials, smoothing and normals to 'on', re-exported the meshes and it worked. Thanks for your help tho'.
just wondering if anyone's had an issue, where exporting both a mesh and a cage as .obj from 3ds max has xNormal throwing up an error that their vertex counts do not match? it works if i export as .3ds, but then there are some annoying seam issues due to 3ds splitting along verts uvw seams.
Hey, I'm using xNormal to bake my DWIV entry - a big chunky thing with lots of hard edges - and keep finding that xNormal overwrites the exported vertex normals of my lopoly at rendertime ("Averaging vertex normals..."), which is causing havoc for my maps. I basically want a ray distance render from a hard-edged mesh to…
hello everyone! i have a trouble with baking color map. highpoly source is from zBrush and GUVtiles are flipped verticaly before export from zBrush. everything is baking right except color map... tried not flipping uvs before exporting color map from zBrush, but no luck here. hope for the help, thanks!
[ QUOTE ] Blender got a lot of exporters but can you please make Xnormal support the .blend format? [/ QUOTE ] I was trying to support Ogre3D and Blender for the next version... But i'm not sure on Blender... I think they use a super-slow Python thing which gonna be a pain to import/export a 4M poly mesh.
yo jogshy, i couldn't find SBM exporter plugin for Max 9 64 bit ? looks like the 64-bit installer have the max plugin disabled, do you know where i can download the SBM exporter (for max 9 64bit) ? EDIT: btw.. I'm using Xnormal 3.11.1 thanks