I've had arguments where I say I find it annoying that splitting the uv's so excessively seems neccesary, the argument arising from people just not being able to stomach any negativity or curiosity about the tools we use on a daily basis. You know the kind... 'it's not the tool...'. Well, obviously I am living with it, but…
perna that look perfect! here is another blog post from autodesk area. this one is called '3ds Max Normal Map Baking and Face Angle Weighting: The Plot Thickens'. good thing this thread was started because in the blog post Christopher Diggins says "I should also point out that while our engineers are working on the problem…
I am not sure what you are trying to do Eric, looks like a lot of effort in simply proving that different tangent space definitions and different shaders (whether they renormalize per pixel or not) exist. and by this thread autodesk was surely made aware of their inconsistencies. it's much easier for them to hop at the…
Hello all, For the record, 3ds Max had a first solution for normal maps in their renderers before a "standard" emerged. The viewport normal maps were implemented later and follow that "standard". Understand that today, 3ds Max simply use another solution to normal map than what you guys are now used to. I'm currently…
Here's my contribution to the experimenting: From Left to Right: 1. EQ's normal map that he baked in Maya applied in the 3ds Max viewport with the "Show Hardware Map in Viewport" option. 2. EQ's normal map that he baked in Maya applied in the 3ds Max viewport with a custom FX shader that I wrote. 3. A normal map that I…
just want to say its really heartning to see autodesk guys here on the threads taking feedback... ontop of the tangent thing, i like baking in Xnormal better than max or maya due to its solid production pipeline, once you had linked in the relevant objs and texture paths, its very quick to make the myriad of changes to…
here here This is why i'm hoping xNormal will come to the rescue of we max users... I think there's more chance of that program hearing our call than autodesk changing based on what is probably a relatively small slice of their market call for. I'm also actually not too keen on using a post-2010 max version. Feel free to…
I second Xoliul's suggestion, make it an option. Probably best to leave the current tangent basis as the default, so as not to mess up existing customers, and also I think because a scanline/MR-centric tangent basis would best serve projects focused on Max output (which probably is the top % of the user base, from the…
Great thread guys! Awesome info. I think this sort of starts to fall into a pipeline issue. Maybe they figure, the viewports are good enough for most of the major tweaks and you should be checking it in engine for the last 10%? Or maybe they assume (like MLichy pointed out), streamline the export import process and make it…
Sorry to bump the thread perhaps un-necessarily, but my mind cannot resolve this nonsense - I just baked some normals in maya for the first time and it was a piece of cake and displayed just perfect (even displayed in max viewport with a dx shader just fine after flipping green channel of the tga!) please tell me if I am…