Latest version: (disclaimer, the "visibility" icon is ripped right from Silo, I'm too lazy to do my own yet!) <u>Overview</u> - My main changes here are shuffling around all the existing tools and settings into a more standard Windows interface. - All of the "most-used" features are in collapsible headings on the…
While its true you can end up with "double AO" when doing the high + low AO method, for all practical purposes its a much better workflow. Sure it isnt 100% "correct", but i've never had a situation where the quality of an asset suffers from it. Plus you get these benefits: 1. Works with the standard workflow you should be…
It's a native look-and-feel UI with a 3D viewport embedded ( which you can disable completely so no extra rendering time will be used in case you want to execute just the HM2NM tool, etc ). I changed the right-collapsible window by floating/docking windows though... in that way you can move the windows with more freedom or…
Copy paste from old thread: check boxes to bake Diffuse / normal / AO in one go, maybe even the possibility to add custom slots where you could add you own map to render by default. Maybe there is a way to do it right now but I don't see any right now (I liked it in previous versions and kinda miss this). Just let me put a…
amazing ideas! thx all! MoP's screenshot looks like the thing I got in mind. But i think gonna move the viewer options(show normals, show wireframe, etc...) into a "Display" menu on the top. Also gonna add an option to decide which RGBA channel the output will use ( for example, AO in red channel, thickness in blue…
I'm playing a bit with subdivision but I got a problem with the ray cage. The cage is just an extrussion of the lowpoly(subdiv0) mesh. If I subdivide the lowpoly, for example, to subdiv2, then I need to re-create the cage because the topology has changed.... So I could need to use the subdiv2 mesh's vertex normals and to…
@rollin: Yep, I'll add a "disable/freeze viewport" button. @ErichWK: You'll be able to define which meshes you want to use for baking. For example, when you press the "Render" button a dialog will appear. Then, you select which lowpoly meshes wanna use and the same for the highpoly meshes. For the AO a cast shadows/receive…
Very nice layout Mop, I was thinking xnormal needed an easy photoshop layer system. As far as loading things in what's so hard about dragging and dropping the low poly model and xnormal looking for the hi res itself, or the user selecting everything and dropping in at once. Smart users use naming conventions cause it saves…
I must be missing something here. What's the first thing a person wants to do after they bake their normal maps, view them. Right now Xnormal is pretty close to a perfect app, it just needs some tweeks, I didn't go into the baking aspect of it because you guys covered it. I was thinking drag and drop would be great too.…