I'm a bit confused as how to actually get a cage out of Max and into XNormal. (Before I just exported my low poly and then used the 3d viewer in Xnormal, saved my meshes and had them auto assign into the slots. ) Anyway, back to MAX... I tried putting the projection modifier in Max around my low poly, I resetted the cage,…
what i do is once I have my final low poly ready to export. go into vertex mode, select all the verts and hit connect. too triangulate your model. then export (sometimes you have to unify the normals using edit normals modifier. after that use the push modifier to get the cage distance right and export. that will keep your…
No, it's making a difference for me. I can see my cage exported correctly from Max when I use the 3d Viewer. Does XNormal just drop all cage info when you use the Ray Distance Calculator? I'm a bit confused here...
The Ray Distance Cal. shouldn't make any difference when you are using cages. The hole point of cages is that it sets the ray cast distance. But if I do use Ray Distance Cal. usually 30 seconds is fine.
Thanks for the hot tip Dylan. I'm also noticing if I make a bunch of edge loops to my low poly (just for sake of baking and getting a texture, not actually using that particular low poly model in game). I get way more accurate bakes as well... Another thing, the Ray Distance Calculator seems to make a HUGE difference as…
I thought the same thing about cages, but it IS making a difference with my bakes. Am I screwing up XNormal by using cages and the Ray Distance Calculator combo?