[ 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…
[ 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…
Hey thanks for the reply Jogshy. 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? is it my…
Hi jogshy, I'm playing with the basics and it's hard to know if what is shown is a bug somewhere or an odd technical manifestation of some kind. In order to enable hosting, it was necessary to convert the file to jpeg, but the visual artifacts were not altered visually in any significant way. My scene is a simple flat…
Hello lads, this question is related more to a Max-xNormal workflow than xNormal itself, but maybe someone has a clue. Basically I'm having problems exporting meshes with edited 'face-weighted' normals and simultaneously using a projection modifier (to export via SBM). It seems that the modifier itself chucks out my edits…
If you use 3dsmax you can put a Projection modifier on the top of the stack and export as .SBM with the "Export cage" option enabled. that will use an averaged cage. If you use external cages or the xN cage editor, enter the 3D viewer. Enabled show cage->edit cage. Select some vertices(or all) and press "weld" to average…
Hey i got a question about the extra bump thing, will that let you just load a bump map that gest applied to your highres, or will it let you load one that will get combine with your normal map after everything is generated? I've been doing a lot of object space normal maps and its much harder to blend in painted bump…
The cage was made by cloning the low poly, extruding locally and deleting excess borders - so it was this that caused the vertices/face order to be re-arranged? Thanks for the info, this totally went over my head as only vert/edge/polycount were mentioned as important factors in the tutorial and therefore the error made…
Hey guys, I am trying to import a cage into xNormal from Max 2011. I have tried several different methods. I have tried exporting the cage that the projection modifier makes to an editable poly, then exporting out. I have tried just straight cloning my LP and exporting it out. I have tried using .obj and .sbm formats. When…
Doing edits like the above(extruding and deleting faces) is going to screw up the vert order, and possibly screw up the uvs as well. Basically any modeling operations (extruded, cut, bevel, etc etc) is doing to reorder the verts. The vert # matching up isnt the only imporant thing, but the vert order as well(as you asked).…