I thought max did use mikkt, but i finally found a post on the max sight saying that doesnt. So much booo. I much prefer the render to texture workflow then the x normal baker or something along those lines. I know i can address these issues with some support edges / clever custom normals. Just wanted to avoid adding more geo if I didnt need to. Thanks for helping confirm max doesnt use mikkt, suprisingly not an upfront fact.
I can also see some "X" shading errors, which typically appears when triangulation changes between the modeling app and the engine fbx. Actually the most of them looks like those. But yeah, Max rtt won't give you a perfect normal map anyways.
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