Hey Xnormalers! There is something I can't quite wrap my head around in Xnormal. In the 3D viewer window (that I don't use much usually, hence I am not very familiar with it...) there is an option to inflate the lowpoly to make it a fat ray cage. It's great and very user friendly, but, how do I put this new and nice cage…
Hey Jogshy, the bake hipoly texture to lowpoly option is nice! I was wondering if it would be possible to make an auto-assign random colors to groups/elements option? Also an option to go into 3d view, select highpoly elements and pick/change colors. Thanks for your hard work!
having problems using external cage files with XN lately. what i have been doing is export all 3 meshes, my highpoly, lowpoly, and cage out as seprate sbm files from maya, and have been making my cage by duplicating the lowpoly, and pushing all verts out on there normals slightly. and i get this error everytime i try and…
hey jogshy maybe some presets for ambient oclusion ( regular one ) another one to make stuff somesort of like cavity mapping , and another one for lowpoly amboc . yeah i know lame. Also whats the difference between cosine and uniform ? thanks a bunch and happy new year
yeah i used that trick but sometimes some detail still gets non cavity values , maybe im crappy, but a bake method would be failproof hehehe , but i will keep using that one ( sometimes in crazybump the cav map has the tangent space map artifacts -lowpoly shading- etc )
Hey Jogshy, I think I may have come across a bug? I've tested quite a few things to find out if it's just me being silly, but the error keeps happening. Here's a screenshot: You can see the test models I have, just a simple box, 12 triangles, and a similar box with rounded corners and edges. The UV layout with the…
>>xNormal is that apparently every vertex index must be the same between the lowpoly and the >>cage; having the same number of vertices is not enough. Is this correct? The cage musty have the same TOPOLOGY: 1. Equal #vertices and #faces. 2. Same indices for the cage<->LP faces. In general, once your lowpoly is finished,…
[ QUOTE ] If you could add cavity maps like zbrush can , and be able to generate them from the lowpoly with normals ill empty my paypal account lol. [/ QUOTE ] Let me show you what I'm coding atm... Could show the the preview window too but is broken atm Mwahaha!
[ QUOTE ] In 3ds max, you can get the lowpoly model and with the normal map you can bake ambient oclusion from the highpoly detail , its not as accurate as the highpoly source but its pretty good , do you think you could implement that option in xnormal ? [/ QUOTE ] You broke one of the surprises of the 3.11.0!
hey jogshy, im 100 percent sure my lowpoly was unwrapped and had only 1 uv set. importing to mudbox allowed me to texture paint it, and for that it needs my model to have uv's. Mudbox was just an example. In ever app i tried the uv are imported correctly.. so no clue what the issue is.