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Originally Posted by Soul5tice
Can someone explain what the typical setup for getting xnormal to work for chars!
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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.
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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.
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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.