Which smooth-normals xNormal option are you using for the lowpoly model? Average CW, Average CCW or Use exported normals? I would suggest you to use one of the Average CCW option ( or Average CW if is a .lwo ) because it autosmooths the normals using face averaging to solve this. Also, sure to collapse all the meshes into…
I just made a thread but I'll re-post this here in case Jogshy or anybody else knows a way around this and I'll post the answer in the thread: The thing that drives me crazy about 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…
All vertices are welded, this example is made purely in maya so no zbrush thing. I don't know what TB is or where to look for that, I clicked show tangents and they are fine, the normal map also seems fine by the eye when turned on. I tried the various drivers but the seam persisted, as it does when applied within maya.…
I know what you mean, Earth. I should make all more intuitive, easy to use and productive. Think that xn3 is the sum of TONS of patches... and it has really become huge and difficult to manage. There is also a lot of confusion about the uniform ray distances, cages, ray blockers and the MatchUV feature. xn3 is a huge mess,…
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 -…
I'm having the same issues with the LP and cage not having the 'same number of vertices'. I use the same method every time. Sometimes it works, other times it just refuses to work. Amazingly frustrating. I love the speed of xnormal, but now that I've begun using cages for practically everything, this problem is getting out…
i've figured out how to fix that, thanks for the reply though :) i've used the "use exported normals" option. the problem was actually the UV mapping. i had the 90' angles polygons not separated. when i've moved them apart, giving there a little space, the dark seams along the long vertical edge dissapeared. (of course…
If you don't have multimonitor(imagine you have only one 1024x768 TFT) and you enable the Ignore thingy will show that message I just divide by two the virtual desktop, so If you don't have almost 2x monitors in 800x600 will show that message because (1024x768)/2<(800x600) hehe Unfortunally some drivers returns to the…
[ QUOTE ] when you say selected, do you mean physically select like the select tool or do you mean highlight the channels in the channels tab. [/ QUOTE ] Go to the layers window. Change to channels. Keep shift pressed and select RGB + alpha channel. But the problem is that, to make this, you need to flatten the image so…
In xNormal. The cages allow you to specify a per-face ray distance visually. The constant uniform ray distances are not visual and, as their name indicates, it's "constant" so the same ray distance will be applied to the whole mesh. Usually, complex or organic models require a cage to limit correctly the rays, because…