[ QUOTE ] fucking awesome !!! what are the proximity maps [/ QUOTE ] Is like a heightmap(depthmap) but cone-multisampled and frontal only. The meaning is just like if you put a camera in the lowpoly model and take an screenshot from there to the highpoly with multisampling. Basically gives you a smoother depth/height map.…
Have you enabled the "use cage" option? Can you see your cage correctly imported if you enter the 3D viewer and you show the cage? If you use cages the lowpoly mesh's normals aren't used to fire rays. Just the directional vector ( cage.pos-mesh.pos ) is taken into consideration. The external cage's vertex normals won't be…
[ QUOTE ] when will it be available ? [/ QUOTE ] In 2 weeks aprox. Wanna finish new bucket render system, new realtime preview dialog, adaptive sampling, modify the GPU AO tool to store per-vertex AO and to accelerate the AO highres-lowpoly projection with it. Also wanna add modo and silo mesh format support and textbox…
i totally agree that'd be nice, sometimes you just do very small tweaks and it has to load them all again Another thing i wondered about is, is there a way to batch render a bunch of models? So i import my lowpoly lets name it low_01.obj, import all highpolies that belong to it, use that as a preset. Load low_02.obj and…
Hey guys, I've been baking maps with xnormal for a while now but I can't seem to get non-grainy looking ambient occlusion bakes no matter what I do. Here's an album showing my settings and the issues: here: http://imgur.com/a/5GW7k and here: http://imgur.com/a/5rhvm Basically even with planes/hemispheres/cages and…
It looks like its because you have hard edges on your lowpoly, if need to use hard edges, you should separate the uv islands where they are hard. If you have hard edgs on areas like this where it is still connected, you'll get bad artifacts. But for this object, i wouldn't see any reason why you would want hard edges.
Which kind of output format are you using? .OBJ, .SBM? And what program did you use to export the file? That error usually appears when the 3D modelling program you use writes corrupted data to a file or it has non-consistent UV data. What's happening is that some faces in the mesh aren't UV-mapped. Are ALL your lowpoly…
Is there a way to separate each high poly mesh to render in conjunction with its lowpoly counter part. Right now I'll export each individual low/high mesh and have to hide/unhide pieces as I go and compile each map in PS. The batch protect doesn't seem to split the high poly meshs, so any intersecting norms pass on to…
hey guys/Jogshy, i just unwrapped a model for baking a normal map in xNormal.. whem trying to generate maps its says my export of the lowpoly doesnt have any texture coordinates. when openin in others apps like mudbox or untiy3d it works just fine.. i got the latest version of xnormal as well... what am i doing wrong?…
And just to give you something back... here's a little test I did tonight - your program gives excellent results! This lowpoly mesh was just a quick one, so the silhouette around the top of the head isn't very smooth. Also there are no textures other than the normalmap and AO map, the colour and specular were set using the…