Usually when i create an object (for use in Cryengine) i have to make my normal maps with Xnormal and some plugins so i avoid seams. When i start to paint them in SP1 i bake everything in that program again so i avoid having seams on my model when im painting on it.
Now for some reason when i try to bake my maps within painter it keeps creating errors so instead of baking with substance i was wondering if i can bake textures with a different program so i can import them in substance painter and use them without seams. When i use the normals i created so far with Xnormal i get seams where my UVs are split.
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EDIT: I found somewhat of an answer and posted it below. I don't quite understand all this tangent space stuff so i usually just find a way that works and then keep using it. How would you set your vertex/surface normals to averaged by the way?
It is just not exactly compatible on every level of the implementation. The reason is that we need to have sovereignty over the coding of vertex attributes and the math in the shader system. Tangent-space is by definition surface local, and the surface is defined by the compiled engine data and the shaders, and for this reason we don't think that MikkTSpace over CGFs is a good standard.
Technically it's possible to re-target any tangent-space to our tangent-space, though.
Our envisioned standard exchange format for baked normals are "Object Space" normals. They are not relative to any low-res geometry or any tangent-space and can be re-targeted much much easier.
It really depends on your workflow/pipeline. For me, I bake everything in Substance Painter. I use UE4 which also uses mikkt so they are synced making the baking process simple and painless.
Averaging all your normal vectors just means that smoothing the normals of the surface. It depends on your software. In Max you just set all your faces to a single smoothing group, or edit them with an edit normals modifier.
There are still some applications that haven't adopted mikkt, so they have their own tangent basis: Max and Maya being the primary 2. Newer apps like Modo and Blender have adopted it. Most engines have it: Marmoset, SP/SD, UE4, Unity. And xnormal uses it.
When exporting my low poly model from Max (as an .fbx) i would export it with the following setting, making sure 'Tangents and binormals' isn't selected since 3dsmax does not use Mikktspace.
Then i would use Xnormal to bake the normalmap as a Tangent base normalmap and if i'm correct this normalmap should have to work seamlessly in SP1 since Xnormal DOES use MikktSpace.
Correct? (i'll test this in the meantime, correct me if i'm wrong)
I'm not sure if the worlspace map HAS to be made with Xnormal, but i just never really tried to export one out of SP.
Another reason why i can't bake it in Substance painter is because my character consists of 4 different materials. One for the face, one for the chest, one for the arms and one for the legs. (i wanted to go really high res ) So after making each individual UV unwrap i collapsed all 4 unwraps on top of eachother. When i try to bake the face (and the others) in SP parts of the body, arms and legs get pulled into the face aswel since all 4 materials are collapsed on eachother. (not sure if im making sense, but i don't think baking something like this is possible in SP?)
What a weird setup in CryE?
Glad you sorted it.