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World Space to Tangent space maps using handplane problem

maega
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maega null
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 !

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