Hi everyone,
I'm slowly getting into realtime asset creation and I've read a lot about people having trouble getting good results at render time due to sync issues with the engine.
I know Handplane can be used to help overcome these problems, but out of curiosity I was wondering if there is a list detailing which baking engines (Maya, Max, XNormal etc.) are synced to game engines (UDK, Marmoset, Source etc.)
Cheers
Replies
Maya, max, and xnormal are not synced to UDK, Source, Unity, or CE3. Not sure about Marmoset.
I know of a few engines synced to maya but they are only being used in house. I have never baked for idtech but it is my understanding that they have their own baking tools and everything syncs correctly.
Additionally, I think people underestimate how many things need to be synced up in order to get perfect results. Another list of the top of my head:
Normals need to be generated the same way
Quads needs to be triangulated the same way
Mesh tangents generated the same way
Tangents interpolated across the triangle the same way
In addition to all of that, the result can get messed up by something funky in the render engine or pixel shader. I have been told by people with unreal source access that their render code throws away precision at some point that can't be compensated for. I can't verify that since we don't have any access to unreal code and don't know any specifics beyond that.
Xnormal does have sync options for CE3 and Unity as well. (You'll have to search for them, but the options are there)
Marmoset and maya are synced as far as I am aware.
James's xnormal unity plugin works well, I forgot about that one.
Has anyone posted results and tests with the CE3 plugin for xnormal?
and flat walls and floors.