Maybe earthquake has a better one but I use this for Maya 2010 and it works pretty well. Just add to your shelf or a hotkey as MEL (not python): string $objList[] = `ls -sl -o`; string $uvBorder[]; string $edgeUVs[]; string $finalBorder[]; for ($subObj in $objList) { select -r $subObj; polyNormalPerVertex -ufn true;…
http://www.unrealengine.com/news/epic_games_releases_july_2012_unreal_development_kit_beta/ http://udn.epicgames.com/Three/XNormalWorkflow.html UDK finally has synced normals. Nothing else too exciting, there is some bug fixes I'm sure some people will be happy about.
The only thing Modo really needs is proper support for smoothing groups. I know they announced them in the last version but, no, that's an unusable train wreck. But I have faith they'll sort it out ... until then, I have to cut/paste the pieces of my model where I want hard edges. Not the end of the world but a lot less…
Yeah if you compare Autodesk to Luxology it shows how lazy AD is. Modo has to make some effort to fight for the customer. AD just releases new features without even checking if it works... When they annouced new UV Unwrap features everyone was excited... they released it and it was unusable. Ohhh AD why so ... AD. I hope…
@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…
Hey man Im not trying to be a jerk. But the Cheap in me says "Great we have a simple solution" But the business professional in me says "This is a free app that some guy happens to do in his spare time for free that is now being used by a MAJOR developer in the 3D game/movie/engine world. So that means if his product has…
xNormals AO quality is great. If you want broad wash of AO like 3dsmax skylight or vray's irradiance you'll just need to config it and set up proper groundplane and/or sphere environment. Btw, last time I checked irradiance map was an interpolated solution, why would you want to use interpolation when baking maps? Also,…
I don't really find the quality of xNormal's AO bake all that great. Another reason why I don't use it. I think at best it's comparable to Mental Ray or Max's Skylight. But it's not as good as a vRay irradiance bake. And as far as I know all of those are multithreaded (maybe not the Max skylight as it's using the scanline)…