OK after some testing, I'm gonna have to conclude that it's not the size of the OBJ file or amount of polygons the highpoly has - I just successfully used a 1.5 million triangle highpoly mesh (141mb .OBJ file) to generate a normal map. Daz: OBJ's actually zip up pretty nicely, you could probably get that 75mb OBJ down to…
Yeah, the concept is that you sample the diffuse (or whatever texture) directly with no lighting. Then you bake that to the low poly. It's the same idea as normal maps, but you sample the pixel of the diffuse transformed out of the UV space of the high poly and render that to the low poly. So what you can do is create a…
Ok , ive tried searching through the forums and the internets and i cant find anything on this. i have a character model i built a bit modularly as a result the arms and legs clip a bit, i wanted to have everything baked to one uvmap so thats set. i thought in xnormal batch protection wouldnt overwrite the pixels of…
Some advices: 1. Which output format are you using? The JPG is a lossy format. BMP/TGA/PNG only supports 8 bits of precision. Ideally, you should output the normal/displacement maps using TIFF(FP32) and let your engine to deal with the quality reductions. 2. Use object space maps for non-deformable meshes. TS ones require…
[ QUOTE ] [ QUOTE ] i'll have the normals calculated in a matter of seconds and it will take twice as long just to do the 8 passes of dilation on a large map like a 2048. Also sometimes it will go through this process 2 or 3 times. Is there any way you go just stretch the edges out in 1 pass, instead of doing a seperate…
Jogshy. I know about those seams. Those were done purposely to not have as much pixel stretching. Moreover, max rendered them fine. And max render looks fine in xnormals viewer while xnormals own does not. Look at the normal map I sent. You can see there is a difference not just in those seams but the entire way the normal…
I think is an interesting technique but cages are still needed. Cages not only control the ray's distance but also ray's direction, which is very critical for objects like cylinders. If you remove cages then it's needed a closest/furthest hit heuristic but complex meshes can give you incorrect results. On the other hand…
[ QUOTE ] I'm having the same problem... for the life of me I can't seem to get a decent AO map. I've tried everything I can think of, the angle, renderer... the normal map is beautiful but the ao is posterized and has hard edged shadows. I'm wondering if it might be my card or something [/ QUOTE ] By default it puts 24…
Turn on the "show lowpoly tangents" to see the normals on these vertices... If are unwelded then you must see different normals and tangent basis for them ( like very similar axis in a bunch ). edited: YES, i see that too... When I turn the show tangent basis I see you must weld them better and sure UV's are welded too!…
Hi Have 2 obejct, high (several tens connected together) and low, low equal squere plane (one polygon) with no padding UVW mesh (fit 100%). I use xNormal to generate height map, when i change in "Baking options" "Edge padding on 0" and "Antialsing on 1x" i get on right and top map edge, black border, but when i set for…