Originally Posted by almighty_gir
just wondering if anyone's had an issue, where exporting both a mesh and a cage as .obj from 3ds max has xNormal throwing up an error that their vertex counts do not match?
it works if i export as .3ds, but then there are some annoying seam issues due to 3ds splitting along verts uvw seams.
Which version of xNormal are you using? Make sure that "Shortest Diagonal" is unchecked in the Plugins> Default Triangulator. Also, It can help if you pre-triangulate the mesh before export (save memory in xN too
Originally Posted by Frankie
Has anyone managed to fix this? Would be great to know how to make it work.
Sounds like a bug in the Blender export. Might be worth reporting it in the Blender bug tracker.
Originally Posted by MrOneTwo
Yeah different smoothing groups for different uv islands. In xNormal I use about 8 pixels of padding. I thought it may be issue casued by something that oXYnary is talking about here :
Since you got better results maybe its not that.
Thx for trying to help ;p I thought my post was left for dead ;p
Yea, Joshua is correct...This should bake without any major issue. For the padding, 8px might be ok, but it really depends on the texture size you are using. I usually use 8px per 1k of map (so 2k would be 16).
Can you post the normal map, UV's and the objects (obj/fbx please) that you are trying to bake?...I would be happy to try and bake them here to see if I can find out what the issue is