Well, you should definitely manually triangulate your lowpoly mesh I think. Or at least be sure that any non-planar quads have their dividing edge running in the right direction. I would try welding the horizontal forehead seam and move the eye UVs down to the bottom of the map, a bit more stretching in that area is much…
Thanks, that lead to a fix. Turns out my origin got screwed up when I added some geometry in Sculptris. I was able to fix my origin point for the lowpoly. I then used the cage method (oh my gosh, so much faster!) and the maps are baking out way nicer than they did before. I didn't work off a straight subdivision, but I was…
[ QUOTE ] I think hes refering more to baking diffuse maps exported from zbrush with thier funky auto-mapping applied to a highres model onto the lowres model to use as a base for texture work. We're using max to do this currently, but it would be great to get everything set up in one program. [/ QUOTE ] So you apply a…
OpenCTM only works on x86 mode, not x64. Also sure you're using the Beta 2, because the Beta 1 had a problem finding the the openctm.dll @Tea Monster: Are you using cages? You should If you used the lowpoly as basis for the HP's subdivision you could use the MatchUV feature. Also an advice about your UV layout: keep some…
Hi, great app! Followed a tutorial to bake normals and vcols/ AO. The maps for my character are coming out extremely sharp which is great. I am getting an echoed limb image on my uv islands though. Like this: This is happening all over the figure. The low poly covers the hipoly. The lowpoly has been exported out of max…
[ QUOTE ] I have found some reversed normals in my mesh and fixed them and tried again but the result is almost the same. When I turn "discard back-faces hits" off then the areas which are blank then have bright green normal mapping stuff in them which looks bad?. Any idea whats going on? [/ QUOTE ] Some programs have the…
If your highpoly mesh is just the subdivided lowpoly mesh + sculpting, you don't need cages. Just mark the MatchUV and you'll get a perfect normal map/AO without having to setup the cage/ray distances. Your DX11 engine can use then the lowpoly mesh, subdivide it using the hull/domain shader/vertex displacement with a…
Hi all, I'm going to start by saying I am very new to using xNormal, in fact I downloaded it today for the first time(v. 3.17.14). I have watched and read through multiple tutorials on baking normal maps in xNormal and It seems very straightforward. What I am trying to do is bake the normals from a highpoly mesh onto a…
Some progress on the per-vertex-ao: Added the feature to bake per-vertex-ao: so now you can bake it using the GPU AO tool to an image or to vertex colors. The 3d viewer was adapted to display per-vertex AO ( in highpoly and also lowpoly models ) And the best part... baked per-vertex-ao from the GPU tool can be used to…
In max the double bake thing is really simple, assuming you have some hard edges on your lowpoly(smoothing groups). Just do your bakes with cage, then set the filenames different, and go to the projection options and click off "use cage". Do the bakes again and you're done. It will take twice as long to do your bakes, but…