I don't support this script any more. For a similar and still updated script for Maya please take a look at this one : http://www.polycount.com/forum/showthread.php?t=151048 So what is it ? Well this script simply edit an xml file based on the settings you chose on the UI and send the information to xNormal to generate the…
i come bearing more suggestions. :) so ive been using this tool regularly now and its awesome.. but there's maybe 1 or 2 more things id like to have with this. Render Size: i think before there was a separate dropdown for L and W of your texture, and it has since been combined into 1. it would be great to have a tick box…
Just got around to trying this out, I'm really enjoying it so far. One thing I'm curious about, there are buttons for export LP/HP but no export cage button. If I need to tweak the cage do I re-export the LP?
a suggestion for the hi-poly exporting: a checkbox that would convert maya sub-d into polygons and smooth them and export and leave model back as sub-d. doing that process by hand when exporting meshes for xnormal sometimes can get really annoying and time consuming
The SBM exporter for maya doesn't have an option for exporting the envelope with the LP mesh. From my tests however it's possible to export it as a separated mesh. So the process will be similar in the end (mesh in SBM, cage in OBJ, something like that).
Yep, new version works! Awesome tool, man! Minor issue, but if you do not have the fbx plugin loaded, exporting will not work. Even if you're only trying to export objs. Haven't tested to see if it works in reverse (if you have to have the obj plugin loaded in order to export fbx's)
so this tool has been an awesome addition to my workflow, however there is still one small hiccup. When exporting a LP (with envelope) as .sbm it always seems to export to C:\Program Files\Autodesk\Maya2013 instead of the location i initially entered in the export path. the textures, HP, and envelope all go to the path..…
Hi Froyok, I just downloaded your tool here and gave it a go. It works great and can certainly save a lot of time! I've been having one problem with it though. I've been setting my exports to SBM files (SBM files tend to give proper, more accurate normal map results, I've had a lot of shading error problems with OBJs…
Yeah or the "envelope" as maya calls it. Its easy to export the cage from max with the default .SBM exporter but I haven't figured out a way to do it in Maya, would be really useful.