I was wondering if there is a way to bake in Xnormal and convert the tangent basis for 3ds max's renderers?
I'm preparing a course for my students on lowres modelling and normal maps baking and I want them to see the power of Xnormal. The problem is that we have to make renders in 3ds max and I'm getting the "black edges on UV seams" issue when I do use default scanline, mental ray or the real-time viewport. And I'm even using the fix where you apply the smoothing groups in order to have the hard edges where the seams are. By looking on the net, I came to the conclusion that it is due to a difference in tangent basis between Xnormal and 3ds max. If I use the render to texture included in 3ds max, I resolve the black edge issue, but the normal maps are not as great as what Xnormal can do overall.
Here's some examples...
That's the source highres, it's the simple cube test with extrusions.
That's the render baked in Xnormal (with black edges)
That's the render baked in Xnormal after I averaged the size of the lowres before I baked (seems a bit better on the edges)
This is the render baked in 3dsmax RTT (which is the best one)
The renders are done with default scanline render (mentalray or default real-time viewport isn't showing good results).
Edit Normals modifier was applied.
Xnormal options were mostly checked (ray distance for the cage, edge padding, axis, etc).
I'm not an expert with the tangent space concept, but do you think there is a fix to help me with my problem?
I heard there might be an importer with Xnormal to make better results in 3ds max, but I looked on the net and haven't find anything. DOes anyone know about this?
If you need precision, I can try to make other screenshots.
Replies
http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map#Shaders_and_Seams
xNormal isn't perfect (yet :P) but you're not trying to burn a diffuse map, maybe you should try decimating your hi poly's in Zbrush then bringing it into max to bake.
another thing, although I'm not sure if it'll help: try importing your low poly as an FBX. I remember hearing somewhere about obj and custom tangents, but i forget exactly what was said
Some good workflows here
http://wiki.polycount.com/ReTopologyModeling
Also check out
http://wiki.polycount.com/CategoryTools#Decimation_Software
@ Eric: I think that if I wanna stay in 3ds Max i'll have to make some decimation alright!
i was also told by Grant Hill that with the proper knowledge of C++ I could write a plug-in to make the conversion but since I lack the skills of doing so, I was hoping someone on the forums would have that kind of tool to share!
perna, do you know if I would run into the same TS incompatibility if I was to bake in xNormal and render using 3pointstudio in Max?
Guess you can always throw some UVs on and convert it to a map, but you'll most likely lose detail there too.
For me, anyways...
I would still use Xnormal to bake a difffuse and AO map from a raw hi poly. The good thing about Xnormal is that you can easily use the same projection cage from Max. so essentially, you'd have 2 or three different versions of your hi poly.
1. Decimated just enough to keep valuable normal detail while still able to run in max (500 k is usually a good number for me, but of course it will very depending on the computer and the amount of detail needed.)
2. Raw hi poly you can use for the diffuse and AO in Xnormal
3. (optional) A very decimated version of the hi poly so Max doesn't chug when you try to build a good cage around it.
also, Leechdemon, if you find your self constantly having to flip the green channel in Photoshop, just go to Xnormal's normal map options and change Y+ to Y-
considering i'm teaching a course on character modelling to new students, I'd say the less software implicated and the shorter workflow, the best it is.
but in the end, IMO, you gotta do what you gotta do if you want to have good results even if it implies using a ton of softwares.
i get how the workflow and amount of files increases, but I'm not sure how the software list increases. I always figured people used Maz/Maya, Zbrush/Mudbox, Xnormal and Photoshop in their workflow.