Ark wrote: »
Unless they have some custom in-house tools/plugin, id say Maya's tangent basis is your best bet.
Amsterdam Hilton Hotel wrote: »
max bakes have always given very, very close results w/ source
cptSwing wrote: »
Haha.. years before he even created the tangent space thingy, right?
(maybe he looked at valve's code?)
Bek wrote: »
If I could just interrupt with some noob questions that get progressively off topic:
When you say 1 smoothing group cube, do you mean a cube where all faces are smoothed + continuous (t net I guess) UV's, or a cube with no smoothing (all hard edges / split uv's)? If it's the former is the idea to show that the normals are synched and even the crap cube will look right with the baked normal? Time to read EQ's recent thread again!
How do you change what maths xnormal bakes with?
What should I be using if Marmoset Toolbag is my target engine? I've looked through the documentation but didn't find any reference to what tangent basis it uses.