[ QUOTE ] is there a way the user can load 2 seperate meshes into xnormal along with it's maps etc? Or if there is any other tool that can do this, otherwise im screwed [/ QUOTE ] Yep, is possible: You can sepparate your model by "material". Imagine you have the object "myCar" with 3 sub-materials(3dsmax multi-sub-obj…
I've been using the 3.12.0 today, and I noticed that if I open the model viewer in windowed mode, just viewing a lowpoly mesh and normalmap, and then ALT-TAB out to another window, after a while Windows gave me a Low Virtual Memory warning. Then the windowed viewer crashed and dropped me back to the main xNormal screen. I…
Omg, I found the dammmm AO bugggggggggggggggggggggggggg! So Johny was right If the lowpoly model has a vertex with a normal near (0,-1,0) will hang a bit in that face because a number goes to the infinite.. and cannot determine well the hit point and retries and retries until reachs a limit ( very slow ). Is corrected now…
I'll post this here so it dosent get lost forever in my other thread, refering to the "fine detail" panel. Is that what that panel is for? Adding a bumpmap for the lowpoly's uvs? Or is it for the highpolys? I've never really understood what that was for, infact i thought it was a feature you abandoned a while ago. In any…
Great Forum here ! time to start with a question... So any chance to get good results with multi objects at the same time without Photoshop and with less time ?. I've a zbrush file with 20 subtools, and 20 retopoly lowpolys... I test many things - but everytime i get overlapping object seems. Any solution for xnormal or a…
if someone is willing to do an example from Zbrush for Jogshy please! Also , do you think you could make an option to render AO from normal map detail in the lowpoly model ? that might be tricky i believe, max does that , but its a bit meh , so it doesnt hurt asking. Your a supa man jogshy , trabajas en esto de una forma…
Ahh, it seems I exported my reference plane along with my lowpoly, which was also scaled incorrectly. [ QUOTE ] i give up! i cant render AO maps with XNORMAL! is xnormal suposed to take ages to render the map? it looks like it stops at the middle of the progress bar. i mean. the green light still lights up but come on!! my…
I haven't checked out this tool yet, but it sounds promising. Maybe the way to do both normal and occlusion with the same files would be to load the full low- and high-poly models, then allow the user to select a chunk or chunks of the lowpoly to capture normals for. They could save the resulting normal map then select the…
[ QUOTE ] The per-vertex AO is nice! It rendered the highpoly AO vertex colors to a lowpoly mesh with 2048 map in 15 secs! [/ QUOTE ] Btw, sure you use the FP16 or FP32 precission to fully-use the GPU. If you set it to CPU will use it only partially ( but sometimes is required if the graphics card cannot support floating…
Hey sexy model! In theory this is what xNormal does: Fire rays from the inner cage to the outter cage ( if cages are enabled ). Fartest hit is taken always. If rays fails hit then use closest hit. If this fails use lowpoly normal. Are you using cages? If not, have you set a good outter and inner distance ( mesuring with a…