Thought I'd chime in quickly to say it was the normals of my highpoly that were flipped. Reason I missed it before was I had them in a Group in max, which wasn't reseting the xform to the individual objects within the group. Lame. All fixed now!
I'm not sure I see the issue you're talking about on the sides of the object. If you're seeing some sort of color banding, I'm not seeing it. Are you using an LCD screen? Some can't display gradients very well, and give the appearence of banding.
Max has green as Z rather than Y (because Max is Z-Up) so the outputs won't work properly with the converter straight out of Max. Try swapping the G and B channels of your object space map and giving that a go?
Trying to convert my tangent space normal map into an object space normal map however xnormal crashes when it gets to the "Converting mesh default normal map" stage. Any ideas? obj and tga's used. 3.18.2 xnormal version. maya 2014
Are you using the auto-normalise heights option? or the manual one? Is your object more or less centered at (0,0,0) with a ResetXform or Freeze transforms applied? Have you setup the cage in a way that covers completely the lowpoly mesh or are you using the Match UV feature?
hm..i might be stupid or something, but is there any way to increase the cage ray distance ? like the option on 3ds max i get some raymiss in xnormal, but in 3ds max if i increase the cage it fixes it , but 3ds max crashes with the most detailed object
i would like to say thanks to the creator of xnormal i tried to bake a scene using mudbox which is all buggy it crased all the time in 30 min i installed watch a tutorial and baked my object whiout any trouble Xnormal rocks!
I dont see why you would want 1bit alpha, standard 8 bit alphas really arent that slow with normal mapped objects, we use them all the time.... Perhaps if you're previewing a model that'll use alpha test in the game?
MM if your engine can deal with them I would recommend object-space normal maps. In such cases (flat mechanical surfaces) they perform great, and are pretty much universal in their implementation if I understand correctly. So no shading difference from one viewer/engine to the other.
Thanks for the help. I adjusted the cage, broke the bulb out as a floating object and all is well now. Thanks again! I got the errors on the bottom when I calculated the distance of the raycasting. When I set it to default, it worked fine. Thanks again for this wonderful software!