Got a crash for you. :) AssertAssert: index >= 0 && index < _size Index out of range C:\Projects\HandPlane\code\Vice/Array.h(188) Break in the debugger? Cancel to exit.Yes No Cancel 1. Load the OBJ. 2. Load the TIF. 3. Baked In = Xnormal. 4. Dest = c:\temp 5. Target = Unreal…
tangent to object (or just tangnet to tangent) is something I would like to do. It wouldn't be hard to implement but there are serious limitations around the quality of the tangent space map being converted. I would expect that old dds compressed tangent space normals will not convert well. Also, any inaccuracy in our…
Hi Tom, I ran into this bug shortly after we released 1.3. Somehow the max output was broken in this release. You can use handplane 1.2 for now until we get version 1.3.1 online. Direct link to 1.2: http://www.handplane3d.com/handplane_v1.2.rar Sorry about that!
Free hard edges are a good thing. I have had some trouble with that script. Max seems to dislike complicated smoothing intersections. The textools splitting by island always works for me. Also, for unreal, make sure you are using explicit normals, importing tangents, and remove degenerates is off.
Alec asked me to take a look at different tangent spaces for Beth games, so here's a test in Fallout: New Vegas. Baked with a single smoothing group. http://youtu.be/JYdGi3UDRBA Still comparison: Actual release version with SGs split at UV breaks, baked straight in 3ds max:
It seems handplane keeps flipping my blue channel. I'm baking from 3DS Max. A few questions: Do I need to triangulate my low poly before importing in to handplane and/or convert it to editable mesh? Are these settings correct? It was -Y by default, I tried +Y but it didn't change anything.
handplane 1.3.1 is released fixing the max faceting issue which also affected other outputs. Please download it from the website or directly from this link: http://www.handplane3d.com/handplane_v1_3_1.rar 3dwit: Sorry, no crytek support. We haven't been able to get the supporting materials we need to develop that output.
So as opposed to claiming the thing is broken and useless perhaps showing an alternative that produces better results will result in a learning experience for all of us. I dont see any hard edges btw, I see normal mapped edge. Can we see what it looks like in max because its perfect?
Quick question, I'm using Max to bake my object space normal map with the default -Y, then into Handplane with everything set to Auto Detect / Output for unity before using dDo to finish. Is handplane auto flipping my green for me, or should I still be ticking the box in dDo importer? Struggle to see the difference…
Hey Alec, Recently trying to adopt handplane into my pipeline, then can't help but notice handplane doesn't support edit normal in 3ds max. I explicit tweak the normals of the vertex but however I tried generate from handplane using fbx or obj both give me correct result if I reset the normals. Care to share ideas for this…