do you mean one that also does good obj export/import to resolver hard surface normal baking ? because right now i can only bake good hard surface normals inside maya.
I'm one of those guys - never use XNormal for any hard-surface work, and that's a shame. Both because of what EQ says and because I've had the "Use Imported" smoothing settings ignored one too many times (a bug that may or may not be fixed by now). If it was as lovely to use when it comes to hard-surface stuff as it is…
Hm, an option to ignore backsides, i.e. ignore surfaces of the highpoly model with normals that differ more than 90° from the lowpoly normal? That'd help in close spaces.
Alright, more tests are proving to be confusing... anyone want to tackle why the crappy maya 7 surface sampler is rendering out a smoother normal map then Xnormal? Normal Oddities
its not the geometry or surface thingy. i tested both and produces exact same result as before( may be because i already have a smooth normal of the low poly mesh)
Is it a known issue of a AO and normal Map not matching the surface evenly on some objects? Like I have a screw on a surface. The normal map shows it in one position, the AO shows it in another.(This is with the latest version). I checked against with Maxs render, and they do line up. Im re-rendering now with cosign square…
My issue was posted on the previous page. I was getting pinching in my normal map bakes on flat surfaces. Santiago has stated that xnormal doesn't work with 2013.2, as he hasn't recompiled xnormal with it yet.
Ok here's more of en explination(I need to get better at posting these things, lol) Anyway, basically its geometry that looks smooth but coming out oddly, the bevels at the front are on 90 degree surfaces, which I guess can be tricky, but the edges seem like there is too much tension or something causing those faded…
I've got some problems: The normals are completely toast, it looks like the program is giving precedence to the innermost surface if there are multiple in range. For a comparison, with an ORB-generated normalmap the result looks like this: The files are .objs generated with Blender, should I email them to you?
is there a way to use xNormal the same way as 'Render Surface Map' in 3Ds Max. i want to bake maps just for High poly models. i've tried using the same model in both the high & low definition slots but the maps just render blank. thanks