Hi everyone,
I wanted to make a new thread so workshop artist could see the newest handplane build features. The biggest improvement we made for workshop people is a handplane plugin for Xnormal that bakes directly into Source Engine tangent space. Install this one time and get synced bakes directly out of xnormal
We also spent quite a bit of time testing and addressing an issue related to inverted color patches on some models.
More information in this video:
https://www.youtube.com/watch?v=VHsN2Wg-X5Y
If you are interested in using the xnormal plugin please watch the video as it covers install and how to use it correctly. Your models must have the correct export settings for xnormal and source engine to work together.
As always, suggestions for future builds are welcome. Our next big improvement for workshop artists will be a lightweight model viewer that matches source engine tangent space so that artists can evaluate their normals without needing to launch dota.
handplane 1.4 is here:
http://www.handplane3d.com/handplane_1_4.rar
Replies
And the latest xNormal is here http://eat3d.com/forum/official-releases/xnormal-3186-0
Just wanted to point out that the SMD exporter you showed in the video is no good for D2. Don't think it makes that much difference, but still.
It just shows up grey
But the .smd of the very same model works fine
AO and BentNormal maps are baking correctly and the issues in the normal map along the top of the head are present in engine too.
EDIT: Sigh, never mind, I forgot to harden the normals along the UV seams, that fixed it ^^
Now of course I am not saying that it didn't solve your issue (it certainly did !) but I would encourage you to dig a little further to find what caused the problem. A model like this head shouldn't require any trickery or hard edges whatsoever ... Just a nice overall smoothing, and a sweet handplane bake.
1) try baking with object space instead of bent normal because even the difference is not visible the information is different on these bakes
2)verify if your object space was baked in x+ y+ z+
3)if you're using maya check and see if the model is unweightened
4)check the retopo to be clean and wrap the highpolly
i personally don't use the plugin ,just the handplane and it works rly good
belkun/Andummy: Just tried that, causes the same artifacts, though to a lesser degree. Tried baking the object space with both +y and -y which yields the same results.
There is more info here:
http://www.polycount.com/forum/showpost.php?p=2034855&postcount=55
The short version:
Most tangent space implementations split tangents across very sharp edges but source doesn't. As a result, it is possible for tangents to end up facing the opposite direction of the normals which results in the correct normal map color being inverted. You can very easily make a normal map that looks better in photoshop by inverting those color patches but you will end up with inverted shading on those spots in engine. While the odd looking patches are what source engine expects, they can create errors along their borders from texture filtering between to two totally different colors.
I think the best practice is to first evaluate the normal map in source engine (not in any other engine) and see if they are noticeable. On several models I tested everything looked correct. If the patches are showing edges at their borders you can get rid of them entirely by splitting smoothing along the sharp edge. Also, I have found hte problem is more likely to present itself with face weighted normals. In maya the default normals are area and angle weighted, you can experiment with other options to see if that helps in your specific case.
There is also more info showing some of the testing in this video:
https://www.youtube.com/watch?v=VHsN2Wg-X5Y#t=319
I wish there was a better solution. I am sure there have been users who have seen the normals do this and assuming our output was broken and then decided not to use the handplane plugin. We could force handplane to not create those colored patches, people would assume things were working correctly, and then their models would look bad in game.
The possible fixes would be:
1) Valve adds tangent splitting to their tangent space calculation and in the process risks breaking old normal mapped models.
2) We release the hacked in fixes that identifies these patches and inverts their colors, normal maps look 'correct' in photoshop but awful in game.
3) We incorrectly split tangents on our source output and intentionally add a bunch of other shading errors to our source normal maps since we would no longer be matching source tangent space.
Just to make sure I understand, the left would be an example of unsplit tangents, the right would be an example of split tangents ?
If the patches are showing up in engine as more than just outlines then something else is going on. Likely normals are not getting correctly passed through the entire chain from bake to engine. What 3d format are you exporting in for xnormal and for source engine?
That preview image, same LOD as you are baking with and it is inside source engine?
If you are able, email me your bake source files and your normal map output. alecmoody@gmail.com
Here's a ZIP with my highpoly, lowpoly and cage files obj's, I'd really appreciate any and all help on this.
https://dl.dropboxusercontent.com/u/38223593/handplane_tangent_error.zip
I think I have a conclusion to these issues and it was something really obvious I should have checked out in the first place. See this post:
http://www.polycount.com/forum/showpost.php?p=2228281&postcount=372
Glad to hear that this will be taken care of automatically ! Now, is the "not patchy" version showing up properly in Source ?
I am asking thins because I recently converted an OS map to TS source map using standalone Handplane, and while some (admittedly much smaller) patches did appear in strongly angled areas, the end result in engine was pretty much perfect - making me think that said patches were actually "doing their job", so to speak. But this might be something completely unrelated, of course.
Also, in case anyone here does SC2 mods we added blizzard engine support.
Also baby pictures.