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…
Its interesting, may people have claimed that Max is the proper tool to use in UE, and that if you use max, you wont have any issues. However i don't think anyone has actually show examples of this? Any of you UE3 guys up to the task? I'de really like to see that stress test mesh baked in max and thrown in ue3, i've got a…
ok someone on msn said "oh but by using hard edges on 3ds max you get a great bake. i did what i do in maya ( setting up hard edges on uvw splits , basically i do the hard edges while doing the uvw layout :) ) and the same process in max :
Isn't it more of a case of being closer to Max,, but still not right. I mean using a max normal map in UDK doesn't result in anywhere near the quality that you would get rendering it with 3Point, or 'Qualified' normals. Unless its been updated since last I used it, which admittedly is about a year.
OK, sensationalist headline. But it got your attention! This was a spinoff from another thread, I thought it deserved its own. Here are my findings based on Max vs. Maya baking using the native tools and displaying the results in the viewport using the native tools. Summary: Unless your game engine is set up to use the…