oXY, you have a seam there, also in your new meshes... It's VERY hard to see it, because if you place an UVW Wrap modifier with the "show seams" options does not show unless you make a full zoom over the conflictive zone... But see it, here is: I simply welded the conflictive vertices/edges: and no longer shows the light…
The lowpoly mesh and the external cage must use the same topology. Having an equal number of verts, edges, etc... is good but the face indices must match too. That error dialog appear when the external cage's indices dont not match with the lowpoly's ones. Do this test, pls: edit the external cage .OBJ with a text editor…
[ QUOTE ] Thanks a lot for answer. At the end problem wasn't in the shader model, but in size of textures . I have Radeon x1650 -256MB. When I use 3 1024x1024 .jpegs it's alright but 3 .tgas are problems. (Strange, I thougth textures are sent to graphic card in uncompressed format) [/ QUOTE ] See if the "use texture…
In regards to unwrapping, all you need to ensure is that for every hard edge in 3d space, you have a break at that edge in UV space. Do that and everything will bake fine in that respect. However, your issue looks different to that. How are you baking in xNormal? Are you using a cage or a uniform ray distance? If you are…
oXY, there is an UV seam there, clearly: You can see it via these tricks: 1. Assign a random VDM/normal map file(any pow2 texture file will work). Enable the "show vector displacement map's seams". UV seams are marked in red. or 2. In 3dsmax, mark the conflictive faces. Then, place an UVW Unwrap modifier with the all the…
[ QUOTE ] There has been mention of converting these files to a format that is better for this. From what I understand I need to open the viewer to then re-export my hi poly mesh in a different format, but it is too large to open in the viewer. Any other options? [/ QUOTE ] Just need to open in the viewer and re-export to…
Jogshy. I think there is a misunderstanding. Those seams are known and purposely made to uvw mirror. If you look at the max file I sent in fact the mirrored portions are off the uv space with the uv modifier in the stack. The issue is. Max correctly blends the island seams when it builds the normal map Xnormal is not. See…
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…
Can you post a link to Epic's recommendation of using 1 smoothing group method? Also remember, TurboSmooth is a 3ds Max mesh modifier, not smoothing groups. I can recall when I began baking for the first while I made the same mistake of using 1 smoothing group and the results were very bad. Using 1 smoothing group can work…
The .EXE xNormal installer autodetects 3dsmax 64 bits ( looking a file called max64.task in the 3dsmax folder ). It also autodetects if you have max 6/7/8/9 installed looking at the Windows's registry. The option to install the 3dsmax plugins won't be enabled unless it autodetects the presence of max 6/7/8 or 9 in your…