I second Xoliul's suggestion, make it an option. Probably best to leave the current tangent basis as the default, so as not to mess up existing customers, and also I think because a scanline/MR-centric tangent basis would best serve projects focused on Max output (which probably is the top % of the user base, from the…
Eric: I just assigned the normals to a regular material in 3ds max (like you would for anything) and then turned on "Show hardware map in viewport". One thing I didn't mention though, before I exported from 3ds max I had to triangulate the mesh. Now when I applied the normals to a non-triangulated mesh (the original mesh)…
Sorry i've never rendered anything in modo, i assume like most apps that modo does things just a little bit differently, so you're in the same boat as to needing to sync your engine up with the correct tangent calculations. Bitmap has done some baking recently in modo, he may be able to tell you. As far as hard…
Odium (and all), correct me if I am wrong but just 'looking at the colors' of the baked normals will never take us very far. It would be fine if we were just dealing with bump or disp for instance. But here it's a much more intertwined issue. To represent the faked highpoly we fetch and play with data from : the lowpoly's…
OBlast, it all depends how nicely the sbm and obj were exported in the first place. If I understand correctly SBM can potentially store EVERYTHING needed. Normals, Tangents, and maybe other things I am not familiar with. Kindof like an ultimate 3D format. OBJ I am not sure, it *might* not export tangents at all. I think…
Humm I'm not so sure about this, but then again I mostly use Unreal/UDK which if I remember correctly falls in line with the max default. There might be some internal settings that allow for both but I think default is the same as 3dsmax. I believe Unity is the same way? To that effect, its like stuffing a sqaure peg in a…
Ok guys, just to chime in here... We have done a few tests with this. First of all, let me know if this is correct as a low poly, in terms of creation. I made sure it was GOING to have some triangulation issues, hence why it does, simply to test this out. Now maybe these are too harsh to fix and that it would need a…
Oh wait, i think i read you saying lazyness as in the people here who are trying to find better solutions as the ones being lazy, creating poor meshes etc, which didnt make a whole lot of sense to me. I think the idea that it will always suck so we might as well buck up and accept it is a flawed notion, sure there will be…