Pretty much. Note that while you shouldn't export tangents you should export normals in some form, whether that's smoothing groups, Maya hard edges, or custom normals. Also make sure you've taken care of all the usual suspects--for instance put a triangulation modifier at the end of your Blender modifier stack because…
For the hair: i stil dont really get how its working with Tessalation. The SE Engine work the hair with Tessalation, similiar as the Samaritan Demo did the smoke by Tessalation, does it mean the hair is a fiber like Polygon Based output as ZBrush does? Well for the demo: iam really impressed and excited about it and really…
That's where I think people are getting mixed up..Ambersee's a bit more technical than I am, so he can correct me if I'm misleading you here, but there are two sets of things that people are talking about in here and they don't overlap the way people are saying in this thread: 1: Forward-rendered dynamic lights in UE3…
OK, here are my results. These are all 128x128 bakes for MAXIMUM SPEED so ignore the ugliness please. First up I have a normal map baked in 3ds Max with Render to Texture, applied to a mesh that had tangents included, imported with Import Normals: Obviously not synced. Here's the next one. This is the same mesh exported…