I had a look at the code... might take a while to figure out where the actual tangent basis bit is :P I'm basing this on... https://support.gamebryo.com/index.php?app=wiki&page=LSmaxMaterials13 Which seems to suggest there's 3 options; Max, ATI or Gamebryo. Although this page suggests that ATI is the default?…
can you email me your files? The scene files and the object space bake. alecmoody@gmail.com The same goes for anyone else having issues. Email me the related files and I will determine the cause. I don't need the highpoly, just your max or maya files, the object space bake, and ideally the FBX you have been using.
I thought I should chime in about the issue that Quack was having a few weeks ago. I also got a broken map out of handplane v1.1 when I fed it an os normal map that was baked out of 3ds max with default settings (+X Red & -Y Green). To fix it, I had to force handplane to use the "Autodesk 3DSMax" option from the "Baked in"…
Its not noise so much as it is dithering. Theres basically two ways you can convert an image to a lower bit depth, one by simply replacing the colors with the closest value in the low bit depth, which generally results in stair stepping, and two, dithering. When it comes to baking 8bpc images, Max dithers and Maya doesn't,…
Hey! I've got a line in my tangent normal map, and I've tried to get rid of it, but I haven't got a clue what the problem is. It's baked in 3DS Max. I tried to reset the xform, triangulated before bake and export and as you can see the local/object normal map hasn't got the lines, so it seems like there's something…
Hi Joe, Email me a max scene along with your object space map and I will take a look. alecmoody@gmail.com Typically this happens when either: *the highpoly model has inverted normals at time of bake *A different set of shells have been used for overlapping geometry during bake and tangent space creation. Another easy test,…
Alec, I was using the script from the link below to set my max hard edges to the likes of maya, as I was under the impression this was the correct way. This was causing the error in HP. http://www.polycount.com/forum/showpost.php?p=1760374&postcount=46 With that said I did more testing because of this and realized that…
Hello. I am trying to get good normal map output results from using Softimage to UDK. (FYI. I only need static meshes for environments) Will handplane be able to help? If Softimage isn't compatible with Handplane can I pass through xnormal, Max or Maya first? All I want is to be able to do my modeling and UV'ing in…
Hey Oliver, Please email me your object space map along with your max scene. Also, it appears that your fbx plugins could use an update (there is a good chance this is the cause of your problems). alecmoody@gmail.com You shouldn't need a common pivot but handplane may get confused by rotational transforms. I think this is…
We're testing rolling over the studio to this (it turns out the Unity option syncs to our engine). A couple of small issues have come up: - If we export an OBJ from Max with "Normals" unchecked, baking results in a grey tangent space map (with the Unity export option). - Re-exporting an OBJ while handplane is open -…