I think I'm going to use DDO to texture this gun I'm working on, having a few issues with the renderer though.
I'm targeting the asset for Toolbag 2, but I want to use DDO's renderer when in Photoshop to preview it, but my normals look all different in 3do. They look fine in Toolbag 2.
I'm using Maya to bake my maps.
Here's what I get in 3Do:
And here's what I get in Marmoset:
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Yeah, I can't figure it out either. I'm no expert, but I think it's because they both use different normal systems. Toolbag and Maya's seem to match perfectly, while 3Do seems to use something different.
Sorta makes Quixel less useful for me. Hopefully one of the Quixel devs can chime in.
Is this the normals from the model itself before a normal map is added or is it from the texture itself.
If it is with the normal map itself I had a problem similar to this when I was not using TGA images with 3DO. One simple way to find fix this is open your normal map in Photoshop and have it as the tabbed in window and go on 3DOs file browser and select the link picture next to the normal map and it should work.
I assume in TB2 you have your tangent space set to Maya?
Yeah, I am using a normal map.
Ah, right. I thought Unity used the same tangent space as Maya. Is there no baker that bakes the same tangent space as unity then? If not, I'll do what you said and use handplane with an object space map.
I had the tangent space set to Marmoset in TB2, actually. Changed it to Maya and it looks no different. Not sure if this is the right workflow, but I locked normals and triangulated before exporting this from Maya, and in TB2 it looks identical to Maya.
I must be doing something wrong. Plenty of people seem to get good looking stuff in Quixel and 3do.
But if you insist on getting 3do working: Have you triangulated the mesh before bake, and is 3do being given the same mesh with the same triangulated you used to bake?
Would you mind uploading the file so that I can have a look?
https://www.mediafire.com/?41x6c3dtet8c303
Ignore the holes along the side: they're just something I was testing. The issue is all at the front end of the model.
The model just has auto unwrapped UVs as I was doing test bakes. I usually lock normals and triangulate that and get it looking perfect in Marmoset without the smoothing errors.
I do however not know why it occurs in the first place. I have also had problems with smoothing groups in .FBX files exported from certain versions of 3DS max during the making of our GDC trailer.
If you are using 3DS max, try exporting it from another version or try exporting it from another 3D application and see if that works.
I will inspect the file myself shortly.
I think this is simply a case of your model not having enough geometry to support the shading you want. The shading error seen in 3DO is visible in Mayas viewport as well, it's just less obvious, Mayas viewports have a tendency to be way more forgiving then other vewports and renderers.