Your going to hate me for saying it. But can you share your files? Might make it easier to see where your issue is. Im thinking personally it may be your export sbm settings. Try this. Export the high as an obj and the low as the sbm with the cage. Also add a xform /reset xform modifer to both and make them edit meshes…
16bit should be plenty for 99.99% of cases where star stepping is a problem and you can render to 16bit tiff in xNormal via the xNormal plugin manager> Image Exporters>Tiff Exporter>Configure>16bit. OFC, also make sure that you are triangulating your mesh before baking and then use the exact same mesh (triangulated) for…
Same problem with .lwos, its definately not a problem with the actual geo, most likely modo's exporter or something.... Would it be posible to add in something that will auto weld verts in uvspace that are in exactly the same spot? Or within a tolerance.... Yeah thats definately it, loaded .obj in max, all uv verts were…
Im using .obj exported from Modo, didnt know there were any smoothing options so ill check that when i get a chance, and its all 1 material with merged verts. Maybe i should try .lwo, do you know if your program supports modo .lwos or would i need to export to lightwave .lwo?
The xN SBM exporter automatically triangulates the model using the Maya's API. Maybe, as triangulation might depend on the normals and edges, the resultant topology is different than the external cage. Try to triangulate the models manually ... and remember to Freeze Transformations before exporting. Remember also that…
@AnimeAngel, I found the problem with your OBJ. It's using negative face indices... which is ok according the OBJ format, but most of the importers/exporters around aren't prepared for that: they expect positive indices. In theory xNormal was prepared for this.... but, unfortunately, I optimized the internal text parser…
Ok here we go. Example 1. Tools in program not understanding 2X1 etc. (I was wrong it flips the uv versus making 1 to 1). Original was 2048X1024 2. Red channel is over-pronounced causing seam (again may just be the way xnormal versus max handles these area) but damn. The results are significantly noticeable. *Shown in max…
Which smooth-normals xNormal option are you using for the lowpoly model? Average CW, Average CCW or Use exported normals? I would suggest you to use one of the Average CCW option ( or Average CW if is a .lwo ) because it autosmooths the normals using face averaging to solve this. Also, sure to collapse all the meshes into…