Impressive artwork, MoP! I love your screenshots! [img]/images/graemlins/cool.gif[/img]
I think your spec/glow highlight looks different because I use a default specular power exponent of 32 and 3dsmax 16. You can control it using a specular power map in the 3D viewer ( white pure = 255 exponent = supershiny; black=0 exponent=no shiny ). Notice there is a specular map ( specular color and intensity modulation ) and a specular power map ( specular exponent ) in the 3D viewer texture browser. For more info about Phong specular exponents see these links:
->See more exponent means more shiny
3dsmax uses a fixed shiny exponent of 16 for the Direct3D shading viewport(i think). I use 32 by default for the full mesh unless you specify a "per-pixel-specular-power-texture" ( this is called "variable specular power", if you wanna google it, and notice is NOT the same than specular color modulation, is a different concept )
Also, I'm working to put the "HDR fullscreen glow" in the 3d previewer for the next version.
Atm, I am finishing too the "orbit light" feature ( and a chaos-animated one too ) and the change background color I think is a good suggestion, yep.
Yes, the blur thing is a bug. Ouch! Will correct it asap.
Will include the "supersampling" option as you suggest.
I love your 007 art!
The version 3.1.2 solved a really weird crash-critical-bug in the ambient occlusion generation. Please sure you have the 3.1.2. Ok, if you have the 3.1.2 and still crashes... Have your high poly model UVs and normals? If so, try to re-export it with ONLY positions, then use it with xNormal. Sure too you have only one mesh in your highpoly OBJ. Collapse ALL the meshes into one. Erase any materials, sure all the faces in the highpoly mesh uses only one material(the default material because you erased all the materials previously). Try to triangulate it ( perhaps is a problem with quad faces? ).
Other question... are you using xNormal in Windows and not with Wine or other Linux emulator, right?
If still crashes... Can you send me an email to jogshy [at] mixmail.com with your operating system name and service packs, machine CPU/RAM/hardware, your xNormal XML settings, copy/paste of the exception or error from xNormal and xN_debugLog.txt log file? If you want to send me a thing with +10Mb then please use email@example.com
There are no hard-coded limits. The only limit is which your machine supports. Each highpoly triangle occupies 12bytes. Each vertex 12bytes too. The normalmap width*height*20. See the xN_debugLog.txt to know the memory consumed. If you don't have enough RAM installed then expect a nice crash.. In theory Windows should enable virtual memory when physical system RAM is not enough but well... Other posibility is that xNormal goes outta "stack memory" ( 1Mb at the moment ) for the acceleration structures I use ( bsp, octrees, blah blah ). In the next version I will add a visual UI indicator to see how much memory are you using.
If you can enable me a FTP or a download link I will test your 75Mbs models and treat them confidentially. Will erase them once I solve the possible bug, I promise.
I am working too in a new install method that allows you all not to download 11Mb each time a new version comes, because is a pain, I know [img]/images/graemlins/confused.gif[/img]
And wanna thank you all for all the feedback I'm getting [img]/images/graemlins/wink.gif[/img]