[ QUOTE ] i haven't used the cage yet... [/ QUOTE ] Try to use cages always. Uniform ray distances are only good for very simple meshes like walls or spheres. It also allows you to control better not only the distance limitation but also the vertex normals's direction ( see the Poop's normal workflow tutorial ). [ QUOTE ]…
Your settings are fine ( although I won't pass 0.01 for bias... 0.1 is a lot! ). I see you render the AO per-vertex... how do you render then the image above? Rendering it in xNormal and UNchecking the "ignoring per-vertex AO" option on the highpoly mesh? In affirmative case, sure you set well the minAA/maxAA/AAThreshold (…
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…
just wondering - is xnormal (or any other tool out there) capable of adjusting the normal map accordingly if you change the underlying vertex normals? e. g. change the topology of an already finished asset and tweak the existing normal map based on the differences between original and new topology?
Holy moly m4dcow, I did some tests and you're right! I didn't know the order in the outliner affected the vertex index. So, in short, to export everything correctly you have to make sure your LPs & cages are in the same order. Thanks a ton m4dcow!
If the model come for 3dsmax perhaps you could use the xNormal's SBM exporter/importer. Oh true, I forgot that I implemented the vertex colors for xsi, COLLADA and PLY too. I think for the final 3.17.4 I'm gonna implement it also for the ASE. For FBX is a huge mess.
Hey Jogshy. Got a bit of an issue with Xnormal reading vertex colours incorrectly from FBX files exported from Zbrush. See this thread : http://www.polycount.com/forum/showthread.php?t=156684 I can provide sample files ready for baking if you want to test it yourself.
Hey guys! I've got the following question: Does the polypaint information (ZBrush) of the Highpoly get lost, as soon as I import it to 3ds max and then export it again? Because I've exported my sculpt from ZBrush even with preserve polypaint on, then imported it to 3ds max for building the LP and then exported it from 3ds…
Recently I've been trying a new approach to occlusion rendering: - Render the occlusion to high-poly vertex color. - Transferring that to my low-poly texture. Anyone using that tech? Pros / cons , anyone? Don't know if this is the right place to ask, just curious what you guys think.
Is there any possible way of setting up a bake to only matching material id's (like in 3ds max's render to texture)? Is it possible to bake an AO to your HP vertex color so you can transfer it to your LP? If so do you have to UV your HP? Reed