I have not tested this scientifically, but in practice it doesn't seem to matter if you triangulate before you bake if you are doing it within the same program. So if you are using max I don't think that you need to triangulate before you bake in max, I turn to poly after the bake, and my maps turn out as I would expect.…
unfortunately this is a problem with any engine. For many features depending on something which is locked into a software program like max or maya means either: extra work from your programming team responding to each new release. Or not ever upgrading. Because a minor change from autodesk may mean the engine programmers…
I converted it to patch then to mesh in max, I checked the uvs after and weilded them down. If I let fbx or udk triangulate it, the normal map gets harsh seems on all smoothing group edges and looks alot worse.
if you export out as sbm for xnormal it cut's it to tris by it's self anyways. i've never really had problems with triangulation, baking and the game engine before mostly just get issues with turned edges, when exporting fbx from max to maya.
Use the "Turn to Poly" modifier to make a triangulated object before export. Set the max number of sides to 3. This is a non destructive act(so you don't accidentally save a triangulated mesh) and works flawlessly with fbx and udk. You won't get that turned error message.
I don't have issues getting my normals to look good in UDK (aside from crap mipping). I bake in Max, xNormal, use NDO, mirror normals - everything. Not sure what's going on? Can you post examples so we can debug it or are you just going to complain? ;p
Woooooooot ? What a day. Zbrush 4r4, now this ? One question I've got is : can I export as SBM to xnormal? Only for baking maps. Then export again as FBX and put those into UDK ? Triangulation shouldn't be a problem since this I can do in max. SBM and FBX would have the same triangulation. What about tangents and normals…
surely the best solution here would be: AUTODESK LEADING THE CHARGE!!! By that, i mean that... Autodesk synchronise their tangent basis calculations between all three apps (3ds max, maya, softimage), they would then all bake normals exactly the same way... so no matter which app any given studio or artist uses, they KNOW…
^ Wait, hold on, I thought if you used the old broken baker from Max (2008, 2009, etc) you could get the correct tangents for UDK to render properly? Unless I'm mistaken from what I read around the net, that sounds like an issue where no one wants to use that 'broken' math anymore and simply doesn't want to implement it in…
Right, I dont think its a problem of "Epic is holding out on us". I think that the issue is that they aren't really aware of the problem or maybe more specifically do not *agree* that it is a problem. I've seen Epic artists claim on here that "UDK is synced with max"(to be fair this was a couple years ago) which is…