Pinching Error Xnormal 3.17.13 and 3dsmax 2012
I need help!
We switched over to the somewhat synched normals version of the unreal engine and so I started using xnormal again. I made a test model to stress test common high poly shapes. I am getting weird pinching artifacts in my normal map from xnormal now and I can't get rid of them.
Facts:
Tried Fbx 2012 AND 2013.2 export from Max 2012
Reset Xform/Triangulated Low exported as FBX with settings in UDN's guide.
Tried as 1 smoothing group AND as multiple groups seperated by uv islands.
Custom made cage imported into xnormal with proper settings checked.
High poly object using FBX or OBJ.
All objects look fine in xnormals model viewer, no pinching on the high poly model.
Deleted and recreated the offending faces with the artifacts in the low. Didn't fix.
Tried every combination of editmesh + export, turn to poly + export, etc. Didn't fix.
At one point I had these errors, but after working with it they disappeared. Then after a few more exports / imports, they came back.
Has anyone experienced this yet?
I also made a chamfered cube bake and got the same errors. Tried fbx 2013.2 and 2012. Completely new scene and reset.
Any help is greatly appreciated,
Nick Quackenbush
Fixed it! Fbx2013.2 does not work with xnormal. Use fbx 2012.2, it works.
Currently it's compiled using FBX2012.2 as you mention. I must recompile xN using the new FBX sdk the next release.
Thanks Jogshy,
I'm an upgrade whore and updated my fbx to soon. Thanks for the info.








If I clear all my smoothing groups, the errors go away. If I apply smoothing groups, 1 or by uv islands, the errors return. Still no fix. Uninstalled and reinstalled xnormal also.