The xn3 UI grow without any control. The 3D viewer was initially designed just to preview to normal maps in a model... but had to be patched.. .and patched... and patched... and patched... and patched again... and again... until it converted into a monster very hard to manage and use. xn4 will include vertex/cage/models…
I dont see why you would want 1bit alpha, standard 8 bit alphas really arent that slow with normal mapped objects, we use them all the time.... Esp when you only have one model loaded, any card that can run this program should be able to EASYILY handle that.
You are getting a skewed bake because the the rays are being averaged along the length of the object. To control this, you need to add some loops close to the edges of the affected parts, which will give you a better bake :) Just a quick paintover to show what I mean...you will have to add some more in other parts, but you…
Coolness, I just wanted to mention that the other way around, importing cages to XNormal is perfect! I only go from XNormal to Max because I get better results with the AO's from Max then from XNormal but that is my own fault, because I haven't looked into the exact settings to generating great AO's from XNormal but I will…
Probably not the first person that is asking this question. But I've got some problems regarding baking normal map in xNormal. I'm working in Cinema 4D and want to render with OTOY Octane (for C4D). I've modelled an object, UV-mapped it (http://puu.sh/lCVM8/923243850d.png), made an high poly object from it [copy and paste…
Hmmm I just notice a thing importing objects from ZB3.... I got all the face normals flipped by default... looks like I must invert them... but I did the smiley with ZB2 and worked ok... does ZB3 changed the face vertex order? Any idea? I think need to put an option to flip them or something...
Ok, gonna implement that.. but the question is... wanna really select manually the colors or can I use pseudo-random objectID color better? The objectID could work as follows... If you don't specify a base texture file then will assign a pseudo-random color to the object, so all the pixels those belong to it will be…
the only way is to copy the object, keep its topology intact and just move the faces/vertices... then export it and use as an "external cage" file. In theory, you can do that too in xNormal: set the average normals mode and keep the "use cage" UNchecked. To be sincere, I'm a complete Maya noob. Are you referring to a "use…
Hey Jogshy, how you doing? I have a question, is it possible to bake out the color ID's of a mesh instead of Polypaints/VertexColors? Or is it only (in my case) a 3DS Max thing? I tried using Write ObjectID (I applied a Multi-Sub-Object material with 3 IDs, with the colors R-G-B), but it doesn't seem to work. Cheers.
Hi Everybody, I am trying to use xNormal, but get some errors I don't understand...... this is the objects I try to use for baking so I export this in xnormal, and set the normal map to +x-y+z ( I saw this in a tutorial ) and run the tool for calculating the distance. this is what I am getting when I render it: Any Idea?…