Just a heads up modo peeps,
This was Farfarer's suggestion and it works :thumbup:
You should be able to bake in Modo and just let xNormal do the conversion from world to tangent
1. Bake from object to render outputs: shading normal in Modo (make sure to check "remap pixel values" from the render output properties.
2. Open xnormal, and under the tools tab, choose Object/Tangent space converter
3. Link to your exported low poly mesh, and your bake from Modo.
4. Click generate and watch your modo bake get doused in MikkTspace goodness
5. In UE4 you can invert the green channel: Double click the texture, under "Texture" there is the "Flip Green Channel" option.
Below was modelled and baked in modo 801 using modos cage and the shading normal. The shading normal map (object space) was converted using the Object/Tangent space converter in xNormal:
The result looks the same in UE4 as it does in marmoset :poly121:
8)
Replies
Going to give this a try, thanks!
Thanks I will try, when I can find time for it.
Keep adjusting your cage/model and just Bake from object to render outputs until it's just right.
Because its an object space bake, you can do whatever you want to the lowpoly mesh, like not using any hard edges, or even adding in extra geometry to fix skewing that you remove later (or better, make a copy and revert).
However, your final mesh that you use to convert back to tangent space needs to follow all the basic rules, like breaking your uv groups where you have hard edges.
This applies to the modo workflow, as well as baking object space maps in any app, and converting in handplane or xn.
You can see the high poly, low poly and the morph cage. The morph cage is viewed as a cage (white wires or what ever color you want):
Set Ray GL to FULL or FAST
use the preferences for RayGL on the right in the pic, this will take the load off your system.
You do need a cage and you will need to explode your mesh parts, this is very easy to do in modo with morphs :poly121:
Mike Hermes found this out:
Use Handplane to covert your shading normal bake from modo to 3ds and you get exactly the same result in UE4 & Marmoset (apart from flipping Y)
WTF !
Means you don't have to change your wire color and the lowpoly is clearly visible :poly121:
Modo can bake object space for some time doesn't it ?
What's new here then ? That UE4 is synced with something we have access to?
PS: Also Modo can now bake tangent space normal maps for game engines - probably not synced with UE but still it bakes pretty well.
Set Ray GL to FULL and the high poly, low poly and the morph cage (in red) are visible:
Set Ray GL to FAST and only low poly & cage are visible:
Have to sort out a proper way to light the model without reflections and make it less "Gothic" :poly121:
If you want a normal map that uses the tangents and normals in the file you can use handplanes "input binormal and tangent" output.
Unfortunately, this won't work with MODO, because it does not export the tangents to the FBX file. Something that has been requested for a long time, but import/export is not an area where MODO shines. Now that blender exports tangents, MODO is the only remaining app that I've used that cannot do this. Sad.
EDIT* Should be noted that it doesn't happen until padding is applied in modo at the end of the render process