Just to follow up with this qualified normals -> FBX -> Unreal Pipeline - These are the results I have been able to get so far. I could be doing something wrong. The object is a 1 smoothing group cube with stitched UVs. I'm exporting from 3dsmax 2012 with working qualified normals (cube looks perfect in dx viewport). In my…
This seems to be the case with regards to UE and Max. It seems like, though, if you can get something that looks really great in the Max viewport with XNormal that must mean XNormal is baking tangents that are closer to how Max displays them. Shouldn't Epic then have their own renderer that does something closer to how UE…
I have my results for Marmoset: Not good I'm afraid. :( I guess there needs to be a converter for each specific engine that the normals are going, since max handles the normals differently than other engines. This is a big let down, because honestly I don't have any need for viewing normals in max like this, since…
Mop how did you notice this? Did you start writing hlsl shaders or something and noticed the difference? I imagine since unreal is using hlsl for their shaders it's the same, so maybe they have a different baker. Maybe some of epic guys can say something about this. :D Mop I think it's pretty obvious that Autodesk doesn't…
What I ment was that I facepalmed myself with realizing that my triangulationhunt has been the result of this whole thread, that's why I posted that image to make sure it was :) and I sure would love to live without having to do that, I'm all for a brighter future in baking content. now a thinker: Why does max utilize sm3…
(and eld's point, added the quote in an edit) Well yeah, I was wondering that too, since I thought they baked stuff in Max? That either means they've set up the Unreal Engine to use Max's renderer tangent derivation (meaning maps baked in any other app will look wrong!), or they're getting dodgy looking stuff in-game and…
If the basic method of coming up with "raw" per vertex tangent space (before doing splits), ie averaging the neighbouring triangle tangent spaces, is the same between all applications then the differences should at least be minimal I would think ? I'm not a coder like you, but when I did work with DirectX and had to…
People here seem to think that there are many different tangent basis types for realtime apps. As far as I know almost any realtime app uses straightforward linear interpolation between vertex normals. That includes Max viewport, Unreal engine, Marmoset, etc... The problem we have here is that certain offline, software…
Alright! Spent too much time on this but at least now I see things a bit more clearly :D Conclusions : - Maya HQ viewport, even before the bake and without a shader, is a very good tool to spot potential bake problems likely to appear at baking time. - Max bakes might be compatible with Unreal when it comes to organics or…
Hey Per, does that mean this is what you guys rely on whenever a studio asks for 'Max specific' maps? Would it be correct to assume that this is your preferred solution when it comes to UnrealEd (since I believe Epic is a Max house) Also ... If you guys have this fix, I would think you also put together a Maya style…