XNormal: Do I need to Swap XYZ Values?

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User offline. Last seen 38 weeks 6 days ago.
Posts: 19

Hey Guys,

Firstly well done on creating XNormal.

Its a great application. I've heard many great things Smiling and so I've just started to work XNormal in my texture work flow so excuse the basics of this question.

On the attached image I posted my normal map render and obviously things are a bit wrong. I'm guessing it has calculated the wrong co-ordinates. i.e the XYZ needs swapping etc. (This is why I've tested with a basic Dice when I came across the problem with more complicated models)

Z looks Ok  because the "1" and "6" came out okay on the Dice (In 3DsMax X is up so Im guessing I just need to swap the Y and X values)

Is this correct , and if so how can I change it ? I've noticed from your flash Tutorial of the XNormal interface you had the option in an older version. Do I have to do this in 3DsMax now?

Cheers

Murphz

User offline. Last seen 2 days 19 min ago.
Administrator
Posts: 4182

The only one you would ever really need to change is the Y value (Green channel).

For max and UDK, the settings need to be X+ Y- Z+ and for Maya/Marmoset X+Y+Z+

The place that you change the values is in the Normal map dialog box, which is accessed by hitting the little green button on the right hand side of the main interface, under the Baking options.

 

You want Tangent map checked and the swizzle set to X+ Y- Z+

 

Hope that helps Smiling

xnormal.jpg
User offline. Last seen 38 weeks 6 days ago.
Posts: 19

Hey Metalliandy,

Ahhh.. I knew I seen it somewhere although Changing the Y value didn't do the job although it is the correct setting for 3Ds Max imports now.

I exported again using the .SBM and it worked perfectly so I'll use this from now on

I was exporting previously using a .OBJ

Although I'm still stumped as to why it didn't like my .OBJ

I thought it was maybe because it doesn't import the cage with a .Obj but even when I turned off "Use Cage" you can still see the strange render below.

I'll get there in the end and thanks again for your quick reply

I'll update you once I've got something cool to show Laughing out loud

I've attached the mad ramblings of a man if it makes sense or not.

Murphz

xnormal_exporters.jpg
User offline. Last seen 2 days 19 min ago.
Administrator
Posts: 4182

Have you tried using xNormals built in cage feature?

You can manually adjust the cage in the 3d viewer.

User offline. Last seen 38 weeks 6 days ago.
Posts: 19

I'm just looking at that now Laughing out loud I didn't realize you could adjust the cage via the 3D viewer although I would prefer to do it in 3DsMax as I find it easier but with a bit of practice I'll get there. I'm using 3Ds Max 9 so I don't have the option to export my cage (Max 2008 onward has it?) as an .OBJ, Would this be the work around.

I'm going to download the tutorials and have a go.

Thanks again for your help.

User offline. Last seen 2 days 19 min ago.
Administrator
Posts: 4182

No problem!Smiling

User offline. Last seen 1 day 57 min ago.
Posts: 603

Murphz wrote:

 I didn't realize you could adjust the cage via the 3D viewer although I would prefer to do it in 3DsMax as I find it easier but with a bit of practice I'll get there. I'm using 3Ds Max 9 so I don't have the option to export my cage (Max 2008 onward has it?) as an .OBJ

Use the xNormal SBM export and check in the "Export cage" option ( and notice your mesh must be an Editable Mesh, not Editable Poly ).

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