I have email the files ,It took me a while to produce the same error. This tool is great i just tested it out . The normal map this tool has created seems as its baked inside Maya. In future is this going to be free software?
it looks like something strange is happening with the model itself. If you switch to a different TB output, say 3dsmax. Does the top area of the map still break? Also, feel free to email me your maya file to look at later. alecmoody@gmail.com
They look normal to me if I flip the Y axis. Try that. Edit: Actually, yeah, what EQ says below. Throw it in the target engine with no diffuse, just the normal (certainly not the normal in the diffuse). It might be fine. If not... Well, flipping the Y worked for Maya and Toolbag.
Thank you for response. So, that I dont need to importing normals from fbx when I imporn model to unity, am I? I tried different settings for import (and export) from maya and 3dsmax...(end evry time I rebuilt the tangent space map)
More Information: If you find that your tangent space maps are coming out odd colors this is most likely a Y/Z up issue. A common case for this is if you export a low from 3dsmax (z up) but are using an object space bake from Xnormal (Y up). To fix this go to more options and then hit the y/z toggle option in the input…
Wow, this software is a great help. I find mudbox is way more accurate when baking object space normals, and then just hanplane it and BAM, magic. You should add a mudbox setting maybe though, it is the same as Maya but flipped Y/Z, but might want to make it its own setting, for user friendliness.
Great idea Alec! Although, I don't imagine that putting the turbosmooth over your mesh set to smoothing groups will work with all low poly meshes, especially in the case of splitting smoothing groups along your UV seams, for example with certain hectic hardsurface-type meshes. In that case, would you just add a edit poly…
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…
So wish I could have the -work in an instant- result :\ This tool really seems awesome, however once I've inputed the FBX and my xnormal created object space map (or maya created one) it does a very quick load once I press render. It's over in a split second and it just gives me an empty normal map :S (a map with a solid…
that output looks y/z inverted or channel flipped in some way. Email me your lowpoly, object space map, and ideally your maya/max scene file and I will take a look. alecmoody@gmail.com You can also try hitting "more options" and then using the flip y/z button. If it still looks off try flipping some channels. We are trying…