I used the 3D viewer to create a cage and did a global extrusion that encompasses the hp. I then saved the meshes and had xnormal apply them. The bake still resulted in a seam though. Did I miss something? Or is it just my pc.
You probably need to set up a cage for something with a complicated shape like this. What you are seeing is ray casting error, where the mesh is being traced incorrectly, because the ray distances are incorrect for some parts. Generally its always best to use a cage for baking, unless you are just baking onto a plane or…
Heya Jogshy, after installing the latest version, I get this error when launching the 3D viwer: "Can't call the UI lua file init() function: D:\Xnormal\xN_ui\ui.lua:837: attempt to call global 'nx_get_diffuseGI_intensity' (a nil value)" That doesn't make sense to me, since that LUA file does in fact, contain the…
eh... as usuall, the problem lies between the chair and the screen. it seems that i didn't understand how exactly xnormal works untill i saw one of the tutorials from Yr site. i forgot that when You export selected, the root coordinate system is still the global one taken from the scene, not the local object one. and for…
Hmm I've been testing normal map baking with cages and I've run into a problem. Pushing the cage so that it overlaps in some parts mostly joint areas, 3ds max seems to bake clean normals, but if I export that cage (with the SBM) exporter I get artifacts where the cage overlaps. So I'm wondering what is there an option in…
The latest versions use welding by default. Just ask "yes" to the auto-assign dialog. Yep, that's a problem. I perhaps should integrate the xN renderer into Maya. To setup a cage can be as easy as: enter the 3D viewer. Extrude the cage with the "global cage extrussion" until it covers the highpoly. Save meshes. For simple…
I am finishing a 100% software realtime raytracer for the xNormal viewer...it's using the same ray engine than the normal map renderer: Some results: I think will be good for the people without 3D graphics accelerator card. Currently shadows are too "hard" and the reflection is too weak, but hey is a start! I'm planning…
In max you can use the projection modifier, which is conserved all the time. I think you can save the transfer maps envelopes for later using some tricks ( ctrl+z, clone, etc ) Yep, it is: 1. For max: use the projection modifier. Save as SBM with the "Export cage option enabled" 2. For maya: clone your lowpoly mesh.…
All vertices are welded, this example is made purely in maya so no zbrush thing. I don't know what TB is or where to look for that, I clicked show tangents and they are fine, the normal map also seems fine by the eye when turned on. I tried the various drivers but the seam persisted, as it does when applied within maya.…