Cross posting a bit from WAYWO. I used handplane for the normals on my latest prop. I rendered out tangent space normal maps for both Max and UDK. Used the Max ones for previewing while painting other textures and UDK ones for the final export. Any Photoshop tweeks were done for the UDK version and kept on layers so I…
You mean object space, local space is actually another word for tangent space(see: idtech). But you're right, object space normals can't be mirrored unless you have a special shader set up to do it correctly. Rotating your mesh(in your 3d app), or creating rotated instances doesn't work even if you have a shader that works…
Hey guys, I just gave this tool a go. I tried to go from Maya to Unity, but I ran into some problems. On the plus side, it certainly cleaned up some of the problems I was facing. On the down side, it introduced some other, much more tragic problems. Here is the object space normal map I started with: Here is the tangent…
I think you have the right idea. However, with a few of the outputs there are still minor shading errors and you will still need to use some amount of supporting geometry or shading splits in order to get a perfect result. It isn't 100% clear in some of the cases why it is happening, we can test the tangents at each vertex…
Been playing with this recently - it's very handy. Nice to be able to rely on the solidness of object space maps. My only issue is the wording of the interface. It works but doesn't often leave me feeling confident that what I've picked is right and what the options I'm fiddling with are really doing. The presets obviously…
Usually for fixing ray projection errors, like a screw or something being skewed I will just cut in one vertex right in the middle of that detail. This fixes the issue in most cases. Now it gets debatable as to whether taking the time to remove this sort of detail later(or creating a copy to add this to and then reverting)…