Hey guys,
This is my first post, so here goes :
I recently started using handplane for converting world space normal maps into tangent space normal maps, because apparently this renders cleaner maps. What I do is, inside max : apply and collapse an edit normals modfier, export my obj with normals and smoothing groups unchecked, bake a world space map inside xnormal. Take this map inside handplane (I use version 1.5) and convert into object space with target engine 3ds max.
Once inside max my normals are indeed very clean, everything is smoothed the correct way. However I need my normals to look good inside marmoset as well. I also texture with substance painter. However when I import my tangent space maps inside substance/marmoset the result is pretty much catastrophic, meaning that whatever handplane compensated for is actually quite visible inside these two programs. Marmoset has been set to use 3ds max space, but unfortunately that doesn't really help. I attached a screen below.
If anyone has a fix for this, it'd be reeeealy appreciated, thanks guys !
Replies
http://www.handplane3d.com/handplane_1.6_beta2.rar
An xnormal bake should look correct in UE4 on its own so you might try outputting an tangent space directly form xnormal and see if that does the trick for you. Most (all?) of the current bakers support a mikkspace output that works well in substance in ue4.
A 3dsmax tangent space map will never look correct in substance or ue4. You need to output a ue4 map from handplane or use a regular tangent space map out of xnormal.