yes, you cant do edits like that and expect it to work, i but your uvs are all messed up too! the push modifier is a much better bet. but as santi says, just use a projection modifier.
Hello lads, this question is related more to a Max-xNormal workflow than xNormal itself, but maybe someone has a clue. Basically I'm having problems exporting meshes with edited 'face-weighted' normals and simultaneously using a projection modifier (to export via SBM). It seems that the modifier itself chucks out my edits…
Make sure the triangulation is identical. In case you are using a triangulate modifier, apply it for your cage mesh before you start using displace/solidify.
I recently ran into this problem as well. I will outline my findings: I took my low rez in maya, duplicated it and used transform component (similar to the push modifier in max) to build my cage. However I would get errors in xnormal when baking my maps. I triangulated both meshes and tried again. No errors. So I decided…
Ah, hehe, nope. That's one of the things I wanna change for xn4. I'm afraid you have to duplicate the diffuseGI texture, modify it for each mesh and assign it.
^ ? knak47: to make it even easier, you can use the sbm file export in max (an xnormal plugin for max/maya), this will export your projection modifier from max to xnormal and use it as cage.