but yea, after a new export with frozen transformations, and an even larger scale I am still picking up other unrealated to the section parts of the model...bleh, would make it so much easier if I could post this shit up.
Just using the actorx static mesh exporter. With "Obey hard edges (convert to smoothing groups" checked (though unchecked it still produces a crappy result. Ok, so with that in mind the way it's converting it to a .ase there is some info being lost there? Anyway around this or this just a crappy fact about unreal? edit:…
hey all, was wondering if anyone could tell me why im getting some bad seems when baking in Xnormal? both shorts are from unreal, first image is with my lighting setup and all mats pulled in, the second is just the normal plugged into the diffuse spot so you can see the seems xnormal generates. My xnormal settings are the…
Actually I am on XP 32bit sorry I didn't mention it. I searched my C drive and the drive that xnormal is installed on and could not find a last.xml I don't think that the problem is with xnormal. Yesterday I installed the 3dsmax demo so I can export some models to unreal 3, but it will not start. The problem is the same as…
Hi! So I am currently trying to work with your product and have run into a little Snag. I am currently trying to take my asset pipeline and do a "slight" shift for baking purposes of unreal 4. So I am baking Object space maps in 3ds max and then trying to use your converter to turn them into proper tangents using mikk…
I need help! We switched over to the somewhat synched normals version of the unreal engine and so I started using xnormal again. I made a test model to stress test common high poly shapes. I am getting weird pinching artifacts in my normal map from xnormal now and I can't get rid of them. Facts: Tried Fbx 2012 AND 2013.2…
Checking off the tangent space box seems to actually make the gradient an even higher contrast, and I don't really have a programmer to talk to as I'm trying to make static meshes for the upcoming unreal tournament game. Here's the model I made, in the editor they released for RoboBlitz. It gets more obvious if I use…
Yep yep, only the UI uses .NET 2.0 ( specifically Managed C++ and C# ), all the program core is written in C and C++ for portability and speed. The only main reason to keep .NET is that using GoMono ( http://www.go-mono.com ) or dotNGU ( http://dotgnu.org/pnet.html ) I can port it very easy to Mac and Linux the future…