[ QUOTE ] No, no need to support materials. I just want to load my high-poly, choose a targa texture, load my low-poly, and hit bake. [/ QUOTE ] Ok! So I just need to add a "select your highpoly texture" in the high polygon model menu, good! The texture could be really big if you want.. Like 32k x 32k... I am already…
It seems you are running out or VRAM. Try to enable the texture compression. Go to the plugin manager, select the DX9 graphics driver(the one you seem to use)... and uncheck the "Use texture compression" option. On the other hand I see your VRAM usage too high ( 117Mb ). If you own a 128Mb graphics card gonna have problems…
xNormal 3.8.0 is out Implemented the the "bake highpoly base texture on the lowpoly model", re-enabled the COLLADA importer, added two new amazing examples, fixed tons of bugs(also i'm sure tons of new bugs were added ), improved 3x the speed in the 3D viewer drawing the highpoly model, implemented a new virtual memory…
[ QUOTE ] I'm getting a virtual memory error if i try and render 4096x4096(No AA) telling me i'm out of disk space even tho i have 1.6 gigs free on C:/ [/ QUOTE ] Each pixel in the "maps" occupies: nx,ny,nz -> 3 floats ->12 bytes ao -> 1 float -> 4 bytes displacement -> 1 float -> 4 bytes r, g, b, a for base-texture…
To MoP: Impressive artwork, MoP! I love your screenshots! I think your spec/glow highlight looks different because I use a default specular power exponent of 32 and 3dsmax 16. You can control it using a specular power map in the 3D viewer ( white pure = 255 exponent = supershiny; black=0 exponent=no shiny ). Notice there…