I wonder if they would add a new baker to convert object space to tangent space within substance? It isn't a big deal to do it in xNormal, but having it in one place would be helpful.
Found out that the xnormal step can be done in substance!
1. Bake model information on the game ready low poly model (not tessellated).
2. Add world space direction map
3. Input Direction: From texture, Normal Orientation: DirectX, Direction File: The object/world space NM baked out in the step before.
4. Done!
Found out that the xnormal step can be done in substance!
1. Bake model information on the game ready low poly model (not tessellated).
2. Add world space direction map
3. Input Direction: From texture, Normal Orientation: DirectX, Direction File: The object/world space NM baked out in the step before.
4. Done!
Can you elaborate how this works with more precise steps? I don't really understand it.
Yep, here is vid for 3dsmax: https://www.youtube.com/watch?v=CZCJF4cGPjc But unfortunately I couldn't find XNormal version, which is more interesting for people who don't use max
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I wonder if they would add a new baker to convert object space to tangent space within substance? It isn't a big deal to do it in xNormal, but having it in one place would be helpful.
Nice!
Are the any copies somewhere?
But unfortunately I couldn't find XNormal version, which is more interesting for people who don't use max