Thanks for the kudos, too, good to know this thing is getting some use! Just wanted you to know that I will be using this a lot, so thanks so much! I’d like to congratulate you here as well! Hey guys, If you’re baking normal maps for use in Unity3D, you might be interested in this plugin for xNormal. I’ve found xNormal versions after 3. PLyczkowski PLyczkowski April 25, , Farfarer , Jun 12,
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Hi James, many thanks for the plugin, very usefull indeed! Jul 8, Posts: Jul 27, Posts: Spirou4D Spirou4D April 25, Added an option to select cage object from objects in Blender scene Version 0. It can be useful as xnornal mask in 2d paint too, what i do very often You can take a look, at all the maps xNormal can bake and support all of them, because every map can xnornal useful on 3d artist pipeline IMHO. No problem, I mean…Does xNormal.
xNormal 3.18.3 : Offset mesh tutorial
Derek JensonSep 22, Please post bugs here. Doesn’t seem to give the absolutely flawless edge-fidelity i’ve seen with Mikktspace when an engine is using itbut this is worlds closer to perfect xnorrmal I’ve ever been able to get a baked normal map to appear in Unity. If you will not share the source, would you mind compiling a 64 bit version with the 3. Thanks for the kudos, too, good to know xnomral thing is getting some use! Little example So here is my little test: By the time Xnofmal get my test bakes to unity it’s clear I went wrong somewhere.
Just gave your tangent basis plugin a try and it works wondrously. Hi, I’m not getting as nice results as I was expecting.
It really fixed some problems in my project.
Download Xnormal – free suggestions
Yeah, I hard coded the default ray number for AO tobut I can definitely make it a property you can alter. I’ve found xNormal versions after 3. It can be useful as a mask in 2d paint too, what i do very often.
You can take a look, at all the maps xNormal can bake and support all of them, because every map can be useful on 3d artist pipeline IMHO. There is also the solution to bake one piece at time, but this process multiply the number of textures that you have to bake and you have to merge them later. It ensures that the xnoormal and renderer’s tangent bases are exactly synced so you get better quality normal maps out of xNormal to use xnormzl Unity’s calculated tangent basis.
In xNormal I load my meshes, without forgetting to setup the offset of the high-poly mesh. The UnityTSpace is definately better but its not as spot on as I was expecting, the meshes below are using the standard BumpedDiffuse shader.
Apr snormal, Posts: I just tried it out with a game model and the thing promises!
You must log in or sign up to reply here. Mar 4, Posts: Hi there Farfarer, Big thanks for the plug in.
Download xnormal 3.18 social advice
I especially like the modeling of the JunkBot and the texturing of Ori. Also, please feel free to request features here.
Log xnkrmal Create a Unity ID. Same goes for the options associated to each type of map. So I will offset the mesh like bellow in Maya moved at 32 units on the Y axis and export it:.
JordiArt JordiArt April 25, So moving your meshes away allow you to bake properly everything at the same time and on the same texture.