export as FBX - make sure tangents and binormals is turned off. Then bake using mikkt in Mighty, import into UE4 with import normals option on. since you are baking with synced tangent basis, you should let the baker / engine calculate the tangents and binormals. I haven't tried it with UE4 yet because it's updating, but…
Hi folks, I've updated the tangent calculations to better reflect the MIKK used in Unreal and Unity. Below is a screenshot from Unreal. I will be releasing these fixes in the next release. Thanks to @Tzur_H , @huffer and a few others for spotting the problem. Left is old, right is new. This may also have cleaned up a few…
Hi Folks, I've just posted the latest Mightybake, version 1.4.5. It's a small update with some bug fixes. - [Fixed] Baking maps other than normal maps turn out black if not also baked with a normal map - [Fixed] When using a license server, client loses lease on second boot I'm still working on rounded edge baking and some…
@JedTheKrampus Well, the CPU works fine. I can't test the GPU. My VMWare Ubuntu doesn't support OpenGL 3.3 without building my own graphics driver. I tried for two days to get it to work, but alas, I couldn't figure it out. I will go back to working on features for the moment, and come back to this when I can get a new…
When you use scalar displacement, do you use world space displacement or a normalized value for the image (0 to 1?) What component depth do you use? I can add the vector displacement easily, but it will just be the displacement along the transfer direction. I'm just looking for a way to test my UDIM output. But I think I…
We would like the name linking feature that sounds nice. Also the caching the high poly would be helpful since we update the low poly way more frequently than the high poly, would save a lot of time especially when doing test bakes. We're also still interested in the rounded corner baking and the ability to blend the edges…
MightyBake 1.3.6 has been released for both windows & mac. You can find it on our downloads page here: http://www.mightybake.com/demo/ Summary: - Bug Fixes - Added PNG & EXR as export formats - Fixed auto-generation of tangents for exports from MAX & Modo. (*note - support is not 100% yet for these packages, I will…
Great update! okay i am back at testing it, and already got a few feature requests - in the add highpoly dialogue, please let us pick more than just one mesh at a time - please keep the last used folder in memory - i got like 30 highpoly objects, i can#t reach the bake button anymore :D so please add an option to…
I think the presets let you do either or, the batch bake lets you bake 8 completely different models, make a preset for all 8 projects if that makes sense. The presets themselves is where you determine the low poly file and the high poly file(s) that will bake out the different maps. So set up 8 presets with 8 different…
Hey Mightybake, Been a while since I've needed to bake, but fired up one today at work and noticed some weirdness with Unity 5. 3+ tangents with an asset I was working on. I repro-ed it with a simpler scene: My usual workflow: 1) Bake out geo/surf normal maps for Maya. Get the map looking good there. 2) Once everything is…