The request here for Santiago to implement this is pretty misguided. You can't simply "bake" this, you need a full-fledged tool to "paint" the direction on top of the model. Its not something that you can just tick on a feature and bake. =P As you want to define a direction counter to the normal direction, the user must…
Same problem with .lwos, its definately not a problem with the actual geo, most likely modo's exporter or something.... Would it be posible to add in something that will auto weld verts in uvspace that are in exactly the same spot? Or within a tolerance.... Yeah thats definately it, loaded .obj in max, all uv verts were…
Did you setup your cages or are you using constant ray distances? That antenna can be considered as "floating geometry", so you should define a cage to limit the ray distances.... or explode the model.
Yeah thats definately something i would LOVE to see as well. IF you could either do it per model, per-material group that would be awesome. Automatically loading .mtl files for the colors from objs would be even better.
Hi I haven't tried this yet but I definately intend to next normal mapped model I make. I just want to add to everyone elses thanks for spending your time on what appears to be an excellent tool for us to use
Jogshy: Cage geometry is essentially an inflated version of your low-poly mesh where the difference in depth between the cage and the low is your ray-cast distance. This allows the user to define on a per polygon(or vertex?) level the ray-cast distance.
For most game graphics, you composite an AO map on top of existing diffuse in your image software, to add a bit of detail, on top of Spec maps to help define edges and surfaces and the like, or use it as a mask for dirt and grime. I don't know of any engine that uses AO maps as a separate map. Oh, and these are just…
I've increased the contrast of the below image to visualize the difference in quality of the final map normal when saving to a 8 bit format from xnormal vs. converting from a 16 bit format to 8 bit in photoshop. It would be nice if xnormal had a better internal conversion to 8 bit than it does at the moment, as baking to…