Some features i'de like to see, they could work similar to how the base texture works on the highres now. Feature to load up a mask/alpha onto your highres uvs, that masks off sections of the mesh, for example a leaf texture, so that you can render a bunch of leaves down to a sinlge image, without having the quads from the…
I am trying to create a vector displacement for a project I am working on now. The quality of the maps your software produces is exceptional, however I can't seem to get rid of the seams in the map. I am not using a cage, I have played with various distances, match uv's is turned on. High Poly Model is 13 mil, low poly is…
OK I guess I have to ask it here too. I have a character model that conssts of like 20 seperate pieces ( armour, skirt, hair etc) I have both the low and high poly versions listed correctly in each tabs. When I render it XNormal behaves as if these 20 seperate meseher are al in the same scene and theier cages are…
[ QUOTE ] I loaded up the smiley example, it reset some settings and rendered ao fine I set up my old high and low models again and this time around they rendered fine. So I guess there was some setting somewhere that the program didn't like. Anyway, just so you know. [/ QUOTE ] Well, feel free to save and send me your XML…
[ QUOTE ] However I found the new version keeps crashing after one render... I have 2 OBJ files for high and low, and output a 2048 just normals... every single time in the new version, it renders once correctly but if I try to render again with the same settings it says it can't load the model. And sometimes it will crash…
I've been playing around today with this plugin, because i was really frustrated with maya's integrated normal baker, and i find xnormal easier to use once you read the manual. The problem i've been having today is that i'm getting these washy normal maps : left one is from maya, right one from xnormal. I've managed to…
Jogshy, I was aware of most of those (repeat/mirror areas, so their uvs are off the page, so didn't bother). As for model hitting it self, are not seen mostly or areas I intended to clean up afterwords. The issue is what I circled, which are not dealing with the problems you found. Though i appreciate your effort. Its like…
Hmm it seems the distributed render doesn't work for me. I installed xNormal, with agent & distributed render plugin on my machine. Installed it with co-ordinator & agent on the beefiest machine. Installed it with agent on the 3rd machine. I run the coordinator and see all three machines (and 45 gHz of computing power...…
Hey, this may be more just a general baking question, if so, I'm sorry. I've got a cyborg type critter with pipes embedded in his skin. Some of the pipes are sort of involved. When I make my low poly, should I: 1. create the pipes on the low poly as floating geometry, but trying to follow the shape of the pipes (I imagine…
Oxy, that happens usually if you move some vertex in the cage. If you extrude it won't affect the map... but if you move a vertex a distorsion can appear ( remember the cage not only controls the ray distance but also the ray direction -> see poop's normal map cages tutorial, specially the cylinder example ). To be sure:…