I am running into a bit of a problem, probably something silly, but I can't seem to figure it out. baked in max with localXYZ. tried with both obj/fbx exports.
s1dk, which handplane output are you using? The max output is broken in 1.3 as mentioned above. Grab 1.2 from here: http://www.handplane3d.com/handplane_v1.2.rar . The patch for 1.3 will be available in a day or two.
Loving the tool so far! Got a question though: are there any specific, very important settings to keep in mind when I`m exporting the low poly mesh from Max as an .OBJ or .FBX file?
thanks for putting that together. I think overall the max output looks better. One nice thing with handplane is that you can bake a big sculpt mesh inside xnormal but still get access to a 3dsmax TB map.
You must be joking with me...Its clearly visible. Anyway, here are my last examples, now with/without Handplane. The results speak for themselves... UDK: There are not too much differences between with Handplane/Without Handplane And in Max: Yes, the seams are visible a little, but this is what I would call "very subtle…
I thought it might but you can't turn it off (1 minimum). The aliasing is all over the place and makes it look ugly in places like along smooth beveled edges. I'm going to have to resort to converting it back to tangent in max.
What an awesome tool, it fixed pretty much all issues i had with UDK / max / marmoset. It also makes manual optimization possible without re-baking, simply switch the optimized model and generate a new map with handplane, it's like magic!
Alec: I've filled the normal map with 128 128 255 and the problem still persists. Things are quite weird to me at the moment. If I re-apply the normal map which was baked with max (no handplane work on it) it looks good. Quack: thanks for the tip! I'll update it.
I just took the Normal map that is working (the original map baked with Max) and loaded it up in PS. I did not do anything to it, just load it up and saved it out again with the same .TGA settings (32bit). But when I apply it to my mesh, I get the errors again. It should be the exact same map... but for some reason it's…