@EQ, For some reason your xNormal bake didnt match Blender...not sure why...but after exporting the mesh from Blender and rebaking it myself in xNormal (with a cage exported from Blender) everything is working perfectly. Odd. https://dl.dropbox.com/u/2057427/Polycount/Blender_Test_Normals.zip Do you have "compute binormal…
It's a bevel modifier that gets put in the modifier stack (you can control the width of the bevel in the modifier). https://www.youtube.com/watch?v=z-h371F6T3U If you apply the modifier (or export with 'apply modifiers' ticked) the bevels will be part of the geometry you export. I bought hardops last night and played…
Wow that's some good news. I guess I going to skip Maya LT then. And until Blender get's better baking, I still can use Xnormal since obj's can now exported with hard edge informations. The thing is, I really do like Blender's workflow. And I'm not a fan of Maya's cumbersome modeling tools. There is just some stuff Blender…
Hmmm, that's unfortunate. I freelance and mainly work with .FBX for import and export of final deliverable. It is a .fbx issue or an issue with Blender's FBX support?
Here's Jed's Ultimate Guide to Smoothing a Mesh in Six Easy Steps in Blender 2.73 for Xnormal. Not for anyone in particular, just for posterity really. Step 1: Make your model and layout the UVs. This is the hard part. Here I've just got an ico sphere. Step 2: Select the model in object mode, or go into edit mode and…
@MrNinjutsu Only problem with baking decals in toolbag is the ao, as it bleeds a bit arroud the decals edges (don't know if it does that too in blender). Everything elese works fine, i usually just export and hit bake. Marmoset feels like a blender tab a this point and i don't use any addon to export. @pior Why would he…