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…
I just uploaded the 3.11.0 Beta 1. Some bugs corrected ( including the hangings in the cavity map tool ) + some new features. Btw, if you want to test the new hxGrid distributed cluster rendering system sure you have Windows XP x86( with the SP2 ). At the moment it doesn't work on Windows 2000/Vista ( we're still working…
I've processed the 2X1 image (512x256) you posted but works ok for me with the 3.17.4 I'm preparing, so the problem seems should be solved with that new version. Well, you can't really compare TS-normal maps using different coordinate systems because the color channels will be different for sure: xNormal uses an OpenGL…
Ok, I understand now. Thanks for the in-depth explanation. The latest xN version use welding by default. You just need to perform a very similar thing to you're doing in Maya: enter the 3D viewer, extrude the cage with the "global cage extrussion" slider until it covers the highpoly model, hit save meshes and answer "yes"…
Interesting and definately reassuring to hear that jogshy :) Previously I had been using obj's with 12 decimal point precision but if like .tga there is no data lost in translation then .sbm format will be used exclusively from now on. Thankyou :thumbup: ps: just downloaded and installed the latest update to xnormal…
@vinny_peluso, can you send me your OBJ files to debug them pls? You might try with another mesh format like SBM or FBX, Can you send me your mesh so I can debug it in depth to fix the LWO mesh importer, pls? @silentbrains, exploding your model might help you to render the AO properly. @sondrebot, try using a cage.…
Are you using the "Smooth normals" option or using the vertex normals exported? Can you send me those models to do some test pls MoP? I think can be one of these things: 1) I touched the tangent basis computation in the last version so problably a mistake broke something 2) Some exporters are REALLY bad ( 3dsmax2obj vertex…
Erasing any vertex/face/edge will invalidate the topology, yep. So... the initial external cage must be a perfect clone of the lowpoly mesh. The only operation allowed is to move vertices/faces/edges. If you add/erase any face, edge or vertex then the error dialog will appear! xNormal >= 3.12.0 (if I remember well)…
[ QUOTE ] I wish one could load multiple meshes in the Simple AO Generator window, just like in the high definition meshes tab. [/ QUOTE ] Got that planned for 3.14.1. Currently I don't wanna modify too much the beta because the version could vary too much so I would need to release other beta to test. [ QUOTE ] It would…
[ QUOTE ] hello, is there a simple walkthrough pdf or something for someone who hasn't used xnormal yet? oops. found the tutorials on the site. haha. impatient post. [/ QUOTE ] I recommend you these tutorials before to start to use normal mapping: http://www.bencloward.com/tutorials_normal_maps1.shtml…