@John: The settings for XNormal right off the bat are pretty lousy, for example, set your AO bake to something like Cosine within the 120-180 range. The default ones aren't that grand, it also doesn't help that most tutorials don't cover indepth these stuff and you need to read the PDF, which gets installed in the XN…
Assuming that both this update and qualified normals mode work as advertised, they should be identical. Any differences in quality here could be from the position of the lights, or the fact that I just reused the xnormal map for the qualified example instead of baking out a new one in Max. I kind of figured that the…
hey im not trying to sprinkle hate on anything. But I dont necessarily agree with using Xnormal as a baker. Alot of the pipeline stuff I was taught in the old outsourcing studios showed me ways to COMPLETELY speed up workflow via certain bake settings and exports etc.. I wont go into the details but im more concerned that…
totally agree! even we got synced workflow ,but when it comes to production, still need to use this wisely, especially to the hard surface /environment stuff.
I think it's more of a comfort thing - like Microsoft Office. They don't have to try anymore, so they don't. That's one of the reasons I'm really championing Modo right. Luxology are hungry and want your business. Every release comes with a ton of great features and new stuff. Autodesk has been phoning it in for years.…
Correct, if your UV seams share the same borders as your smoothing groups/hard edges, there is no additional vert cost, and that is what performance in games comes down to the *actual* vert cost(uvs, hard edges, material breaks, etc) not the listed verts or triangles in your 3d app. There are some cool scripts to calculate…
yeah bigjohn called it, as I said I dont want to turn this into a normal map witch hunt that some other threads turn into. All im getting at is I rather not have to leave my 3D modeling package to do something thats already built in and change current workflows to integrate using that. Thats where the bad practice comes…
I tested smoothing groups along UV texture border edges vs 1 smoothing group quite extensively a few months ago on statics within the UDK (from xnormal and maya bakes with custom cages). I was less worried about the compression artifacts and more concerned about the seams once imported ingame. I honestly thought I would…