ok I was messing with xnormal over the weekend, in the past I had minor success but after seeing how well it handles bakes I have many questions I need to ask this time around 1- why is it every time I bake out my maps the green channel always needs to be flipped? 2- When Im working with my particular mesh the REALLY high…
well thanks to johny I had some more progress, and just got a better understanding of a few things the head I was using as a test was roughly around 9 mill polys, currently im running a nvidia geforce gtx 280. AS far as chaning drivers or anything like that no I have not done that yet. Im rather newbish to your program, I…
You don't need to use the absolute highest poly version to set up your cage. If you have a 1 or two mill poly version, set it up with that, then render it with the 10million version. Max does a lot of things to not show all the polys you have in your scene (thats why 2008 and 9 are so much better in the viewport). I don't…
Because some apps and engines use the texture data otigin at top-left(Direct3D based) but other bottom-left(OpenGL based) and because ones use a left-handed coordinate system(D3D) and others right-handed(OpenGL). If the app or engine you're using to visualize the normal maps generated with xNormal uses the OpenGL's…
earthquake: I also had cage unchecked before I messed with the raytracing. jogshy: I did mention I used the cage for the mustache but it still caused issues and came out like that which Im a bit unaware on? I will continue to use xnormal and test more tonight when im home, the head was really the only piece by itself I…
Make sure that if you didn't set up a cage, that you click off "Use Cage" as its on by default(dumb!) if thats not the issue with some of this stuff here, try adjusting your ray distances until you get better results. As far as the edge padding showing up on your model, i'm not entirely sure if thats what is happening, but…
yea I figured to paint the edges but before I did any sort of painting to the normal map I wanted to find out if theres something process wise im doing incorrect. :)
1) You did not set the Y channel in the right direction when rendering the map. 2) Stretched/squashed UVs, not enough pixels to capture the detail, might need to show a picture of this to clarify the question. 3) Thats what a cage always is (a copy of the low res mesh that is deformed to have the light go the right…
Yep, the strange border expansion is the "edge padding", dilation, etc... and it's ok. It's used to avoid problems with mipmaping when you use normal mapping. About the mustage, I think you need to use cages to avoid those artifacts. The uniform ray distances method is only good for very simple simple objects.