Nice tool! having a few differences and errors between the handplane conversion and a straight bake in xnormal using 3DMax and importing into Unreal. 1 smoothing group on the whole object It adds smoothing errors to some points, such as the top and the connection points of the sides, as well as the detail bump on the top.…
"Baked in" is just a combination of channel inversion and y/z flips so any object space normal map can be made to work. We can add a softimage option in the future if you can tell us the +/- orientation of each axis. The latest build has max, maya, and xnormal as options, one of these will most likely work. That said, we…
Your lowpoly model's smoothing information isn't being read. Modo's fbx files are a third party implementation and it looks like they don't store smoothing information the same way as the autodesk products (max, maya, softimage). Do you have access to one of the autodesk tools? It could also just be the export settings. I…
these settings work for the softimage normal map and the provided fbx file: The whole flip y/z thing should be much clearer in the future as we have a reliable system to auto detect the problem and warn the user. Part of what makes this issue more complicated is that we can't guarantee the y/z orientation of the fbx file.…
MrOneTwo: Try collapsing your modifier stack and converting to edit poly after triangulating. I have noticed that max fbx files are sometimes picky about sending smoothing groups (at least moving from max to maya). As far as the overall quality goes, It should be comparable to the xnormal/imported tangents workflow that…
handplane has been released and support has been moved to this thread: http://www.polycount.com/forum/showthread.php?t=116899 Hi Polycounters, handplane is a new tool being developed by Luke Hodorwicz and myself with the goal of solving tangent basis mismatch issues across multiple game engines. We are currently at an…