I misunderstood your question. I thought you want to transfer from one mesh to another. Why don't you just set thos faces to use flat shading? It would solve the issue without a need of transfering normals. So there is a hard edge. That should make them pointing in the same direction.
Hey everyone, just a quick update. I've started on the Paralyser and textured it. It's a slightly different version that I came up with after some sketches based on the original design. Had a brief issue with the high poly model and baking the normal maps but thankfully I was able to solve it. Kind of glad with how it…
Hmm, it's strange that you don't get any issues due to the UV's not being mirrored. Possibly Marmoset know how to deal with that. I can't really see any seams under the neck in the image you provided, so it's difficult to advise what to try. Glad you solved your other issue though :)
monster, thank you for your quick response! Good to know that Unity finally uses MikkTSpace. I thought exporting tangents and binormals via FBX solves the problem of mismatching tangent spaces at the expense of larger FBX files? That isn't the case? Btw, are my settings in the "Projection Options" in the "Render to…
Max is touchy about dealing with edited normals. I put some tips in here, might help solve your problem. http://wiki.polycount.com/wiki/VertexNormal#Editing_Normals_in_3ds_Max The subdivisions are usually controlled in the original CAD app, and can be different for each patch. It sounds like things weren't adjusted…
As far as the bug issue is concerned. The game is highly playable. And 95% production ready in terms of the levels that we created. The last two weeks there were over 300 bugs that were solved. Alex, the Level Designer, and I were at the booth a good 85% of the time and only noticed 2 major bugs related to gameplay. :)
i just did a testbake in 3ds max and it solved the issue. As I split the model apart into more than 50 parts to be able to explode it properly, I'd really like to know what to do to get it right in xNormal, though. The cage should be averaged when exporting the mesh with a projection modifier as .sbm, shouldn't it?
Ahh... I might see the issue - I don't have one set up. These are just direct imports via the LiveLink so maybe I should set up a new Material and that may solve the problem. (First time importing foliage into UE so I'm pretty clueless!) I'll get testing.
I had this problem with Maya 2011 and switching to OS native solved the problem. But as you say you already tried this. Apparently, if you have a floppy disk drive enabled (even if you don't have one) it could slow down the file dialog. Not sure if that is true for Maya 2014. But worth seeing if that is the case.
darkkyo - I had the same problem with marmoset. I followed the tutorial I linked. Offset the UV's in 1/0 space and baked the maps with the entire mirrored model welded. Problem was then solved only after I did the gradient trick. I've always been a firm believer of trying things to see if the work.