|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
New Member
![]() 11
- 1
|
Smoothgroup in Xnormal problem
Hi guys
I need yours help with baking normal in Xnormal.I have problem with smoothin' groups in Xnormal. I exported my model with SG into obj and import to Xnormal. Effect: iFotos.pl - najlepszy darmowy hosting zdjęć i obrazków! I don't have my smoothgroups from Max but i need it for bake, becouse without groups normal map didn't look good: iFotos.pl - najlepszy darmowy hosting zdjęć i obrazków! Please, help. Last edited by Wowoz; 14-08-2011 at 10:19 AM. |
|
|
|
|
|
#3 (permalink) |
|
Senior Member
![]() 168
- 135
|
Hey,
it may be very obvious but have you ticked smoothing groups in the export dialog? Also make sure to set 'Smooth normals' to 'use exported normals' in xNormal.
__________________
www.rmgameart.com |
|
|
|
|
|
#6 (permalink) |
|
Senior Member
![]() 230
- 69
|
Export as .fbx
Make sure again in the export settings from Max smoothing groups are ticked ON Then import in xNormal all should be ok Could be an issue with the .obj from Max sometimes they dont save the explicit normal information
__________________
Mark McLeod | Environment Artist Sketchbook:-http://www.game-artist.net/forums/sk...hbook-wip.html Portfolio:-www.markmcleod.net |
|
|
|
|
|
#8 (permalink) |
|
New Member
![]() 3
- 0
|
Alternatively, use xNormal's SBM format to export, I usually export my objects with this type of modifier setup: Editable Poly (lowest), Xform, Edit Mesh (SBM format needs Tri's), Projection (for the cage).
Also make sure you set each UV shell to have it's own smoothing group on your mesh. Scripts such as Textool or turboTools make this a one click affair. |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |