I used the 3D viewer to create a cage and did a global extrusion that encompasses the hp. I then saved the meshes and had xnormal apply them. The bake still resulted in a seam though. Did I miss something? Or is it just my pc.
Do you mean to show the pixels of the rendered-normalmap-faces in a window while is generating the normalmap or to put a textured rectangle in the 3D viewer with those textures? Think the time I spend rendering something in the screen is time that is added to the total process.
Hey jogshy, Just noticed the alt+tab problem still persists in the 3d viewer. If I alt-tab out and comeback I can't select anything; I'm lovin the camera auto center and lock light to camera, superlative work!!
xNormal exporter hangs-up when there is FlatIron modifier in the stack! Watch for this issue. 3DS Max 2011 x64, win 7 x64, xNormal SBM Exporter Stack(from top to bottom): Unwrap UVW (ch1) FlatIron (ch1) Editable Poly
I have a question, I tried searching for it here but man...61 pages is a lot. Anyways.... When I export from zbrush to 3ds max, they align perfectly, when I export from max to zbrush it aligns perfectly...but when I export high poly from zbrush to xnormal and low poly from max to xnormal, they don't seem to match up...I'm…
Show it in the xn 3d viewer pls ( and enable the "show tangent basis" option too in order to see if your UV's are welded )... and render a "Wireframe and ray fails map" to see the UV seams... and post a screenshot with your lowpoly mesh's settings too pls.
xn4 will use a standard and native OS look. I'm gonna use wxWidgets. The 3D viewer will be integrated into the app ( and you could disable it so no time will be wasted rendering things that you don't need ). That will remove also the .NET dependencies helping to reduce the size of the package.
is there a way to use xNormal the same way as 'Render Surface Map' in 3Ds Max. i want to bake maps just for High poly models. i've tried using the same model in both the high & low definition slots but the maps just render blank. thanks
Ooooh Modo! Try to use an OBJ mesh using the xNormal's smooth normals "Average CCW"(or CW, depends if your faces are defined clockwise or counterclokwise) option to test if the seams can be eliminated. I don't like too much the 3DS/LWO formats because they don't export vertex normals accurately ( it only exports per-face…
It would be great. I recently started using Modo. It would be really cool to be able to export geometry and create cage in xNormal. I pretty sure you could do it way much better than 3ds max projection modifier which sometimes acts weird.