Yeah I can definitely feel the love for .NET in that post. I won't question your judgement, if .NET is really is as great as you say it is then amen. Yay for forward thinking programmers! All the desktop apps being developed here at work are .NET based, and it's bumpy setting them up on test computers but like you said it…
Hey, somebody know why when I load a custom xml some parameters are not read ? Here is my file :<Settings> <HighPolyModel DefaultMeshScale="1.000000"> <Mesh Visible="true" Scale="1" IgnorePerVertexColor="true" AverageNormals="UseExportedNormals" BaseTexIsTSNM="false" File="D:/DESKTOP/mesh_hp.obj" /> </HighPolyModel>…
[ QUOTE ] biggest problem i'm getting in xnormal, is that it's either not bringing the meshes in properly, or they are TINY! [/ QUOTE ] Try this: - Scale them up ( radius > 1 for the win!). Re-export it scaled or just use the scaling option on the mesh slot. - ResetXForm+Collapse+Edit mesh triangulation in 3dsmax, then…
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 ] When the program calculates normals with multiple meshes imported in different slots does it do them seperately in the order they were imported or all as one mesh? If it could do them seperately and then combine them all on a single normal/height + ambient map it would be a major time saver! [/ QUOTE ] Yep, atm…
Glad i wasn't the only one experiencing issues i went back to 3.18.4 also why isn't there a program or script of some kind that can duplicate the unwraped game mesh and conform over the points of the highpoly sculpted reference? Is the math ridiculous to calculate when the sculpt intersects the cage which could then push…
@Opteryx You need to flip the normals. Also, create some hole in the geometry to the rays can escape to the exterior and reach "the sky" ( for instance, remove a wall or the roof). If not, the AO will be rendered in black. @philipp.bogdanovskiy That seems to be Z-fighting artifacts. Try to scale up the meshes and separate…
So i was sitting around last night and thought of a good way to use the diffuse baking to replicate Max's material color baking ability from the highres, only without having to use any materials. This comes in real handy when texturing in photoshop, makes it much easier to know exactly where to paint and easier to make…
So i've been meaning to bring this up for a while. I'de like to open the discussion back up on averaging the cage normals, as a feature got implemented(which was cool) but it is a much much slower way of doing the same thing in max or maya. So first off, lets go over what it takes to get an "averaged" projection cage in…
Hey people, I've got some questions about xNormal normal bakes vs. Max (3.18.9 vs. 2013 PU6). This may be an extreme example and some of these problems are likely to be invisible in game but I'd like to hear your thoughts regardless. Note: * All maps were baked uncompressed with no supersampling or antialiasing at…