Hey all,
I've been using Handplane these past few days, and results are coming out nicer and cleaner, but I have to wonder - if I didn't have Handplane, how could I get similar results?
I never got too deeply into the technical stuff, I would usually just bake out of xnormal and accept whatever I got. How do you make sure to get clean results without the aid of handplane? it must be possible, since people got by before handplane, but it's beyond my range of knowledge at the moment.
Handplane is great, and I will probably not stop using it, but I do want to have a deeper understanding to ease my mind about it.
Thanks!
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[ame="http://www.youtube.com/watch?v=ciXTyOOnBZQ"]Controlling Shading Behavior - YouTube[/ame]
So if I understand right, Handplane takes a normal map baked in Max (or another source) and adjusts it so it works as if it was baked in Maya (or any other supported engine), instead, giving you a result that looks good even though you didn't "fix" the mesh by handling it's edges?
Sorry if I sound like a noob, I'm still getting the hang of normal maps on the deep technical side...
Handplane needs an object space normal map to generate normal maps with different tangents, handplane gives you the results of a synced workflow. Those fixes are only needed if it's an unsynced workflow. Though it's always a good idea, and free, to create hard edges on UV seams.
No reason not to use it EarthQuake, I was just wondering what could be done without it to get the same results?
Basically, Handplane allows us to create 100% proper maps for all supported game engines, where before it just wasn't possible at all. That's awesome.
its just a little bit insane that studios have payed millions of dollars for art from the best artists in the world. and then put their shit ingame without a perfectly syched normal map process.
You should read through the beta thread or the current support thread for examples of what to expect for each output. There are limitations with some engines and shading errors are still possible with unity (in forward rendering mode, deferred looks perfect) and probable with unreal.