You need to set the normals to qualified mode via the 3dsmax.ini file. Enabling qualified normal mapping is done by adding the following lines to the end of 3dsmax.ini (C:\Users\UserName\AppData\Local\Autodesk\3dsmax\2011 - 64bit\enu\3dsmax.ini). [ViewportNormalMapping] ViewportNormalMappingType=Qualified[/quote]
I use 3DSMax 2013 and to my knowledge 3point shader is not compatible with it. At least I haven't managed to get the modifier working needed for quality mode. Edit: In Marmoset, the faceting disappears, along with the seem running along the top and bottom. However, it appears the the green channel is flipped on the…
No- Whenever possible we calculate the all the data to match the target engine. This ensures that a model from 3dsmax, maya, or any other software will create the exact same tangent space result. Some game engines (like unity or source) expect to load mesh normals from the file so in those cases we don't calculate the…
Hi, I've used Handplane with xnormal before and it worked great! This time I wanted to bake from 3dsmax to get better control over the projection cage but once I pass my object space normal map I end up with a not so tangent looking map. Here are the steps I took: 1. These are the settings I used to generate the obj space…
Hello, Just can't make it work. I'm having this error while trying to Bake the Normal Map from HP. "The Object space map appears to have normals that don't match the yz flip and xy directions of the input mesh. Would you like to apply the detected settings instead?" And when I Click 'Yes', the given map has no information…
I'm using handplane for the first time converting a Object space normal map generated in 3dsmax to a Source engine tangent space map. I have all the settings configured and it shades correctly but I'm getting this horrible aliasing along soft edges. I've exported to multiple formats (FBX, OBJ and SMD) and tried all sorts…
I am getting a new error with v1.0. I export my triangulated object from 3dsmax and the baked object space map with default max settings to HP. When I choose the files and try to bake I get this. "The object space map appears to have normals that don't match the yz flip and xy directions of the input mesh. Would you like…
When baking world space normal maps, (in this case 3DSmax, but it's the case with Maya too), I had to bake at 16 bit in order to avoid the problem seen in the image below. Further, when using Hand Plane to convert the world normal to a tangent normal, I had to keep it at 16. If I let Hand Plane convert to 8 bit for me I…
Lol, sorry but I can't really believe that you are not seeing the hard edges. And my problem is the hard edges. If I don't use Handplane, and I using multiple sgs based on the uvs, I get almost the same result, so then why I would have to use Handplane? It not looks 100% synced to me, because its not solving the hard…
Well, this is what Alec said: "UDK has some limitations which cannot be overcome. The engine throws away render precisions and it is not possible to produce a normal map that can compensate for this. handplane's output is synced, in that the tangents are generated and interpolated the same way UDK renders, it just isn't…