In maya's documentation the tangent space info is covered pretty well actually. http://download.autodesk.com/us/maya/2010help/files/Appendix_A_Tangent_and_binormal_vectors.htm Programmer's generally don't like to be told they are wrong by artists, but he clearly is in the case. You should do a quick test mesh without any…
I tried now the connect, result is the same. It only has 1 uv channel for sure, I checked after import. I looked around other areas of the mesh in udk up close, and some other curved surfaces are also having the same faceting. I tried adding that quality normal line to my 3dxmax.ini file.. no change ;/ mesh verts are all…
Don't hack on epic, there're technical reasons that a real-time rendering engine not works like a modelling tool. The problem is not really the baking of a normal map, but the tangent space matrices per vertex. I.e. mirroring a normal map means to have two different tangent space matrices at the shared vertices, and which…
The rest of the model is great, it's just these Elements that are faceted when the normal map is turned on, their UV cluster rotation seems to have nothing to do with it. The issue is NOT present in 3point or Xoliul. It seems to be splitting the UVs.. but I am SURE that I have them weilded down before export. I am…
Imagine a plane, subdivided in the middle with a mirrored normal map at the middle edge. The normal of the plane is pointing up. The issue is, that you get the TBN from the uv coord of the texture in relation to the vertex. I.e. for the right side you would get a left handed TBN, but for the left side, you would get a…
1st, +1 to everything that Pior pointed out. 2nd, I agree with this and at the same time I think they have largely stalled out on pushing the tech envelop because they've already taken 3-4 massive steps past what the current generation of console hardware can support. I agree this should give them time to go back and solve…
this sounds weird to me. IF you do the split along the mirror seam, each uv chart will have a common "handness". Yes there are a couple precision issues, but you could account for them at baking time as well. For experiments I had done a custom baker-plugin for 3dsmax that takes game-typical optimizations into account (say…
And this is bad because...? Without criticism how is anything going to improve? The worst part is, some people still refuse to 'improve' something, even after you told them something needed improving to help save up on time, money and issues. Are you honestly telling me, having each artist spend on average between 15-45…