Hi there! Im wondering if xNormal can bake out diffuse colors, kind of like a render in 3Ds. Im curious because im rendering out my diffuse in 3Ds now, and then im rendering out the different maps in xNormal, but there is some kind of scale issue with the diffuse, as it gets bigger rendered in 3Ds, while the xNormal…
Alright, thanks for the answers guys. But i was not specific enough and forgot to add something and that is, can it project vertex colors on to a flat plane. For example after polypaint in Zbrush, can i export the HP painted model, hook up a LP flat plane and render it out that way and still get diffuse colors without any…
You can assign a base texture to your highres mesh in xnormal and bake that to your lowpoly, or you can bake vertex colors from your highres as well, both are viable ways to transfer a diffuse map from highres to lowres.
If you are baking vertex colors, remember to uncheck "Ignore per-vertex color" on your highpoly meshes. Otherwise, bad things will happen. Could you elaborate more on your resizing problem? It's hard to tell exactly what you're on about. Post some flats, maybe?
@JedTheKrampus Thats what i have been doing, but the render keeps coming out completely white. I have tried both bake HP vertex colors and base texture. I usually make my cage in the 3D viewer, so the distance should be just fine. Using Ray distance gives me the same result. I had unchecked ignore veretex colors too :( .…
Well, yes, of course, although you would need to UV-unwrap the plane and get it lined up properly (which you can do just in ZBrush pretty easily, if you want to get everything lined up without importing a millions of polygons mesh into Max.) You'll probably also need to turn up the projection distances if you're baking…