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Old 06-11-2007, 11:19 PM   #39 (permalink)
jogshy
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Quote:
Originally Posted by Soul5tice View Post
Can someone explain what the typical setup for getting xnormal to work for chars!
Well, i'm not an artist but I think you can do this:

1. Model your lowpoly char in the base pose. Rig it, etc...

2. Clone the lowpoly in base pose. This will be your highres model. Then, subdivide and sculpt it. ( Some artists do first the high model and then create the lowpoly as a simplification of the highpoly model... but well... )

3. Export independently the lowpoly and highpoly meshes ( as char_base_pose and char_base_pose_high ). If you use 3dsmax I recommend you to apply and edit a "projection modifier" over the lowpoly mesh until covers completely the highpoly model.

4. Pass char_base_pose to xNormal into the lowpoly slot.

5. Pass char_base_pose_high to xNormal into the highres model slot.

6. Bake the maps you need in xNormal.


Quote:
Then I load the high res and low res mesh in xnormal and capture the normal map, which seems to work ok however my normal maps have some weird shading issues.
Don't use the 3dsmax2obj exporter... messes a lot the vertex normals. Better use the ASE or even better the SBM xNormal exporter.

Other advice... ALWAYS use cages... uniform ray distances method sux.

Last edited by jogshy; 11-11-2007 at 12:51 AM.
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