E-mail received, Motives thx. The problem is that you are not setting well the ray distances. You put 2.50(front) and 0.5(back) in the settings file I received. If you open your file with, for example, 3DSMAX you will see why: Notice the tape I used to measure the distance marks 125... If you specify ray distance = 2.50…
I'm running into some problems when using Xnormal for next gen engine content creation! I've always used xnormal and love it, which is why I'm sorta baffled by what I'm running into. The problem is that the precision and tech developed for the new engine shows all sorts of problems with pretty much every 3d apps current…
So i was sitting around last night and thought of a good way to use the diffuse baking to replicate Max's material color baking ability from the highres, only without having to use any materials. This comes in real handy when texturing in photoshop, makes it much easier to know exactly where to paint and easier to make…
[ QUOTE ] - Using PSD file in base texture slot disables shadows, but using bmp does not. [/ QUOTE ] Just thought I'd chime in and say this isn't true on my setup. Shadows work using PSD files as base texture. Saved on Photoshop CS3 using compatibility mode. Not sure what specs are helpful, but I'm running xNormal…
3.17.10 available. - Fixed some crashes in the FBX mesh importer. - Added 3dsmax/Maya 2013 support. - Added preliminary support for Photoshop CS6. - Fixed a problem that was avoiding the OpenCTM mesh importer plug-in to load properly. - Fixed a memory leak releasing shaders in the OpenGL graphics driver. - Solved a problem…
Wow, more awesomenessness from Jogshy (aka "The Machine"). Can't wait to get back to my own comp so I can play with this more. Would it be possible to generate displacement maps with xNormal? I know nothing about programming (except that it makes my head hurt) so have no idea if it is possible/too much work etc. But it…
Here's a stupid question: I've been splitting up my mesh into 3 parts and doing 3 seperate normal map passes to ensure that the rays get to every nook & cranny like so: and then combining all 3 elements into one normal map in Photoshop. However, with this technique, surely my ambient occlusion map wont be correct will it?…
Its funny i've always heard the "NEVER RESIZE, ALWAYS REBAKE YOUR MAPS!" argument, but i very often size down maps without any negative visual artifacts. Comparing rebaked maps at a lower resolution(say 256 baked, or 1024 resized to 256) to a resampled texture created in photoshop, the resampled result always seems…
[ QUOTE ] me want to ask, are there any plans to tweak the fine detail options? I can't seem to use it without loosing too much definition. [/ QUOTE ] Well, to be honest the fine detail option was a bit experimental and was only designed to add some kind of roughness or noise to the maps. Atm you can just control the color…
[ QUOTE ] will that let you just load a bump map that gest applied to your highres, or will it let you load one that will get combine with your normal map after everything is generated? [/ QUOTE ] The idea was to allow you to UV-texture-map the highpoly model with a heightmap, but I discarded it because that requires to…