well I broke the high poly into 2 seperate meshes and then brought it in and it worked . So I dont know what that was about. I think my computers just run out of ram.
Thanks for the help. I adjusted the cage, broke the bulb out as a floating object and all is well now. Thanks again! I got the errors on the bottom when I calculated the distance of the raycasting. When I set it to default, it worked fine. Thanks again for this wonderful software!
Hmm it's very confusing. There is a lot of mixed opinions around the internet about it. I've done a test with boxes and it didn't seem to matter the angle the edges were as long as I broke the UV accordingly. And I've seen so many people get perfect results from using one smoothing group with xNormal.
[ QUOTE ] In 3ds max, you can get the lowpoly model and with the normal map you can bake ambient oclusion from the highpoly detail , its not as accurate as the highpoly source but its pretty good , do you think you could implement that option in xnormal ? [/ QUOTE ] You broke one of the surprises of the 3.11.0!
Are you using the "Smooth normals" option or using the vertex normals exported? Can you send me those models to do some test pls MoP? I think can be one of these things: 1) I touched the tangent basis computation in the last version so problably a mistake broke something 2) Some exporters are REALLY bad ( 3dsmax2obj vertex…