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Xnormal bull shit !

  • knj
  • July 18, 2011 at 12:14 PM
  • knj
    • July 18, 2011 at 12:14 PM
    • #1

    Hi, i have a problem

    i have a model and i need to use cage to get nice normal map, so what i do:

    in maya i use my LP model, copy it and tweek some verts to get it right

    (i only move some verts, nothing else)

    after that i export cage as .obj

    in x normal, i assign HP mesh, lp mesh and tell it to use external cage, after hiting bake, i get window pop up, and info that some of the verts in my lp and cage mesh has diferent vertex index, which is highly imposible becouse cage is basicly a LP with some verts moved,

    the funny thing is that i did that same with that same lp model, before and every thing was OK,

    some tips guys ?

  • knj
    • July 19, 2011 at 7:51 PM
    • #2

    Hahaha no fucking reps ?

    Ok, so i still don't know why Xnormal was fucking ID index, but i've downgrade Xnormal, and it looks that it is fine for now

  • -HP-
    • July 19, 2011 at 8:08 PM
    • #3

    Here's a fucking rep!

    http://eat3d.com/free/xnormal_overview

  • knj
    • July 19, 2011 at 10:33 PM
    • #4

    Thanks for basics

    no my issue there, but hey, one rep is bettter than non

    fuck yeah

  • Bunglo
    • July 19, 2011 at 11:59 PM
    • #5

    Ask your question here:

    http://eat3d.com/forums/xnormal/questions-and-feedback

    'jogshy' is the developer of xnormal and answers questions at that link regularly.

  • knj
    • July 20, 2011 at 8:18 AM
    • #6

    And here's some concrete stuff

    Thx Bunglo

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