Vig wrote: »
It would be awesome if Max/Maya had access to simple external 3D viewers for a few of the major engines, like an Export+ feature, export this model, place it in a scene and launch a simple viewer..
MM wrote: »
lol, thanks for the thread MOP.
i been saying this for a long time bet never took the time to demonstrate it nicely.
at least this will open some eyes.
dur23 wrote: »
1: adding just a couple edges AFTER baking. Little black spots would start to appear all over your mesh.
j_bradford wrote: »
Well, we popped generated normals from Max, XSI, Maya and XNormal into Unreal and Max showed the best results.
EarthQuake wrote: »
Yeah this is what the epic guys, or Jordan atleast, have been saying. Apparently UE is synced up with max's tangent calculations?
I would be curious to see some examples in UE, and see how "correct" it is, if its just better than the others or if they're actually doing it right. I've never used UE so have no clue.
Vassago wrote: »
@Blaizer - did Mankua's Kaldera do a decent job? I know that a Friend of Eric Chadwick used it a lot and his results were really great from what I saw. Didn't know if Kaldera does something different or not, just wondering.
j_bradford wrote: »
This seems to be the case with regards to UE and Max. It seems like, though, if you can get something that looks really great in the Max viewport with XNormal that must mean XNormal is baking tangents that are closer to how Max displays them. Shouldn't Epic then have their own renderer that does something closer to how UE displays them?
Because even though the Max bakes look best in Unreal, they were nowhere near as perfect as XNormal bakes showed in up Max, or Maya's bakes in the Maya viewport. Far less warping errors.
I could be missing something here though. It's just that UE supports multiple 3d packages that all seem to generate different normal maps even if slightly, so they should have a standard normal map renderer like Doom3 did.
We were thinking that perhaps this is a gap XNormal could fill even if temporarily by finding out what the exact tangents are for Unreal uses and having a bake option for that.
garriola83 wrote: »
i guess it just depends on the tools provided for you by your work then? if youre using the unreal engine, then max...everything else maya or xnormal, amirite?
i just use xnormal anyways