I've been wondering that could it work if I had these meshes in Blender, for example:
* Character_HP
* Character_LP_quads_with_UVs (for rigging in Maya)
* Character_LP_triangulated_with_UVs
* Character_LP_triangulated_cage
Then bake object space normals in xNormal with HP and triangulated LP and LP cage. With exploded meshes if needed.
After the bake I'd export the quad mesh from Blender to Maya to import it, and have a .mb scene file for a rigger.
For the final step, I'd export the quad mesh from Maya with a final triangulation. I would assume that the difference would be slightly different triangulation than from Blender...
...sooooo, could I convert my object space normals to Maya (to use it for rigging if needed) or Unity tangent space with the new triangulated LP exported from Maya with handplane? Or am I still getting nasty shading errors/artifacts?
This whole thing, because I'm so much faster setting everything up in Blender for baking.
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EDIT: Usually the only thing that needs fixing between different 3D apps is the overall scale of the model, so that shouldn't be a problem.
Unity and Blender most likely use mikktspace, so it worked nice in both rendering engines. Only issues were some settings in Maya's FBX export rollout, but fiddling with them you'll get the right one eventually, as I did. In my case "smoothing groups" setting caused some shading errors in the Unity tangent space normal map afterwards, but ticking that off before exporting made my problems nonexistent.
The model itself was smooth all over. No smoothing groups/hard edges/sharp edges. Gonna make more tests with models including some sharp edges and see what happens.