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I thought Maya was pretty good with itself between baker/renderer?
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
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Yes it is, but with very high res meshes, you have to deal with Xnormal at the end. and Xnormal produces better AO andplenty of different useful maps you know 
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, spline,
242 Posts,
Join Date Oct 2006,
Location France, paris
, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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To be true if you are using the advantage package of 2012 and 2013 you got Turtle, best/fastest baker of nmaps and AO ever! (believe me, I tried all of 'em)
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, dedicated polycounter,
1,463 Posts,
Join Date Feb 2006,
Location Redmond WA
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Great! So glad you stuck with this!
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, line,
52 Posts,
Join Date Apr 2012,
Location Pittsburgh, PA, USA
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you are my hero of the day! 
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, triangle,
355 Posts,
Join Date Jan 2010,
Location Slovakia
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Hey Talon. Thx so much for the great plugin! I have seen it work for a coworker, but I am still getting the memory error mentioned very early in this thread when using the 32bit version of the newest Xnormal. I am not using Average Normals or FBXs. Both high and low res meshes are objs: high exported from Zbrush, and low exported from Maya. Thanks for any help!
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, null,
10 Posts,
Join Date Aug 2011,
Location Pittsburgh, PA, USA
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I think this is an issue with the files not having exported normals, which my plugin is trying to access.
I've got a check in for that in my local build of the plugin, but I'll have to do a bit of testing before I release it.
For the time being, if you select Average Normals, does the issue go away?
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
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Also, there's a bit of an issue with the way Unity handles the smoothing angle at the moment.
Here's how to work around it until I get a proper fix in;

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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
|
Thx for the quick reply. I tested both high and low res meshes with Average Normals, then just the low res mesh with it on. Neither option works unfortunately. The low res mesh obj was exported from Maya with Smoothing and Normals turned on as well. Thx again for any further info!
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, null,
10 Posts,
Join Date Aug 2011,
Location Pittsburgh, PA, USA
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Hmm... what happens if you try another file format, FBX for example?
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
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Big thanks for creating this wonderful little plugin!!! I made a test example to prove it works. The example is a simple window baked on a very low poly mesh with very soft normals. I made it into two smoothing groups to not stress the normals too much. But I am very happy about the result. Cheers!
/Jenz
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, null,
17 Posts,
Join Date May 2010,
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Thanks for the idea Talon. Fbx files do seem to work for the low poly with a cage exported from Maya loaded into Xnormal, with one smoothing group on the low poly mesh. If I follow your steps within Unity for the model (setting Tangents to Calculate and the Smoothing Angle to 180), it seems to work overall.
Myself and a coworker also tried the 2 cage types that Xnormal can create, SBM and OVB. Both of these throw the memory read error with the Unity plugin. So I guess it's FBX all the way! Thanks again!
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, null,
10 Posts,
Join Date Aug 2011,
Location Pittsburgh, PA, USA
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Do you plan making 64 bit version ? I installed x86 version of Xn only for this plugin.
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, polygon,
576 Posts,
Join Date Mar 2011,
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Ehr, I might do. Right now, I don't actually know how.
Making this has been the first time I've ever written C++ or used Visual C++... it's all totally foreign to me. I know next to nothing about proper programming.
I'll see if I can figure it out.
Last edited by Farfarer; 07-05-2012 at 03:31 AM..
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
|
Ohhh... nice results for programming noobie. Thanks anyway. Its a great plugin.
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, polygon,
576 Posts,
Join Date Mar 2011,
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So it turns out I can't make 64bit stuff with the free version of Visual C++. I'll need to source access to the full version and then export there.
I'll keep you posted 
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
|
Yay cool to hear you wanted to sink your teeth into 64 bit version so soon. Thanks!
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, polygon,
576 Posts,
Join Date Mar 2011,
|
I managed to get the 90 day trial version of Visual Studio 2008 and figured out how to build x64 versions of the plugin.
http://www.farfarer.com/blog/2012/06...lugin-xnormal/
Last edited by Farfarer; 07-16-2012 at 07:29 AM..
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
|
Great news! Thanks man.
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, polygon,
576 Posts,
Join Date Mar 2011,
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Any plans to update for xNormal 3.17.14?
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, polycounter,
951 Posts,
Join Date Oct 2004,
Location Dallas, TX USA
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Yeah, made a start on that yesterday but it was throwing some errors at me, I'll need to take a proper look at it.
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
|
Sorry this took so long, the Visual Studio project ended up with wrong settings somehow having set it up in 2008 rather than Enterprise but I finally sorted it out (it's all complete jargon to me).
Also discovered the versions I'd released previously were still in unoptimised debug mode, so hopefully this'll be a little faster now, too.
http://www.farfarer.com/blog/2012/06...lugin-xnormal/
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, dedicated polycounter,
1,405 Posts,
Join Date Mar 2007,
Location Leeds (UK)
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Awesome thanks!
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, polycounter,
951 Posts,
Join Date Oct 2004,
Location Dallas, TX USA
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Hey,
This is awesome, thanks for this. =]
I was wondering if the Unity guys ever released their tangent basis that they use or is what you have a super close "guess" that looks ok 99% of the time.
-edit-
Actually... never mind, just checked out your blog post where it says the unity guys released the source code.
Last edited by bb0x; 01-08-2013 at 08:37 AM..
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, triangle,
321 Posts,
Join Date Dec 2007,
Location The Hague, Netherlands
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