mhh i thought that blender > obj> xn works well....but generally this stuff never matches perfectly.
best workflow for me currently is to use editable meshes for baking with projection modifier in max and then using xnormals .SBM format. << gives me the best results in udk , unity, vision and marmoset. though only with multiple smoothing grps and uv splits.
I think what matters here is the bake setup for normals. I've done bakes from 3dsMax to xNormals, 3dsMax only, Photoshop with xNormals filters, and Photoshop with CrazyBump.
In any situation, the main thing to be sure off was having X, Y, and Z positive. 3dsMax and UDK both like to have Y-, however, Unity expects Y+, therefore flipping the green channel in photoshop or setting y+ in the bake settings, ensured it would render correctly in Unity.
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best workflow for me currently is to use editable meshes for baking with projection modifier in max and then using xnormals .SBM format. << gives me the best results in udk , unity, vision and marmoset. though only with multiple smoothing grps and uv splits.
than i use fbx with tangents and bi-normals checked off for export to UDK/Unity.
forum.unity3d.com/threads/38781?p=780812&viewfull=1#post780812
Thanks for the other posts guys but not really after ways to bodge it. That stuff should match perfectly
In any situation, the main thing to be sure off was having X, Y, and Z positive. 3dsMax and UDK both like to have Y-, however, Unity expects Y+, therefore flipping the green channel in photoshop or setting y+ in the bake settings, ensured it would render correctly in Unity.