I'm not sure what you mean, I only used 1 channel when I unwrapped it, it will eventually go into Source. When I import the .3ds into max, I can still texport the maps perfectly, so I don't think it's a problem with the formats or anything.
Hey Jogshy, the bake hipoly texture to lowpoly option is nice! I was wondering if it would be possible to make an auto-assign random colors to groups/elements option? Also an option to go into 3d view, select highpoly elements and pick/change colors. Thanks for your hard work!
[ QUOTE ] When I alt-tab out of the 3d Viewer and comeback the screen hangs. [/ QUOTE ] Ouch, true... Is solved now and will include that for the final version. Anybody detected any other bug or have any other suggestion/comment before I release the final version, please?
Can the cubegen generate the diffuse lighting terms from a devebec light probe, Eric? Is not only to blur the ugly edges those appear in the faces when the graphics card filters it? I am trying to download more light probes and photoshop-gaussian-blur them as MoP suggested but my skills lack... To lupus: Yep yep, xNormal…
Tomorrow probably I'm gonna unveil a R&D GPGPU project ( not related with xNormal, but yes with 3D, rendering and graphics ) I've been developing some time ago... don't ask :poly124: Surprise, surprise. I'll create another thread for it and I hope it could be as monstruous as this one with the time :)
You have three options: 1. Use the xNormal built-in cage editor ( enter the viewer 3D, edit the cage and press the Save meshes button ). or 2. Place a Projection modifier in 3dsmax and save as .SBM with the "Export cage" enabled. or 3. Use an external cage file ( like a .OBJ ).
Ok, just uploaded the new xNormal v3.1.0 with quad support, floating geometry support, new LWO importer, new fine detail / 3D viewer format supports, directory restoration, multipart load as well as some minor bug corrections. Hope you like it. thx for all the feedback.
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
You really shouldn't use the ray distance calculator unless your lowpoly mesh has no hard edges; otherwise, you'll get discontinuities in your normal map where those hard edges are since ray distance doesn't create a proper averaged projection mesh. Also if I were you I would export .fbx for your lowpoly mesh if your…
Sorry for my ignorance, but is it possible to do something like this in xNormal? The ray to hit only the matching ID? At the moment I do my baking inside 3ds max in one mesh, without using the cage. I just set an offset value and some IDs to avoid intersections and I'm done.