People here seem to think that there are many different tangent basis types for realtime apps. As far as I know almost any realtime app uses straightforward linear interpolation between vertex normals. That includes Max viewport, Unreal engine, Marmoset, etc... The problem we have here is that certain offline, software…
Chad: If you like the control of max and the results of xnormal than you are in luck. You can export your cage to xnormal in a simple step and use the cage instead of raycast in xnormal. This way you litterally do everything in 3ds max, and simply bake in xnormal (no raycast, just cage). There are actually 2 ways to do…
But that is the thing, in maya you can get near flawless results, even when you have what most people would consider "bad" smoothing, much much better than what you get from max. This trickles down to fix virtually every "slight" smoothing error you would ever have, not just the big stuff. The same can be said for XN, if…
When I export a box with the sides on different smoothing groups with the xNormal SBM exporter from Max, I get the same result whether the cage is exported from Max without changing it or I go in and weld the cage verts in xNormal. It looks like this: (with the map applied, with "show normals", and the cage) Is there…
It was wishful thinking! that there would be a perfect choice in this world, the funny part in all this is that maya and max are both owned by the same company.
Well I heard of this before, but very interesting to see an example cheers ... Seems max can only overcome smoothing issues based on raytracer than realtime. There's a way to get good maps in max (or any other engine) by setup your smoothing groups and uvs properly. Below is a map I've done with max (realtime viewport) a…
I know it Bitmap, that's just a test. As i said, adding more polygons the problem almost disappears. I've tried using Xnormal, and it didn't generate a better normal map, and this issue with edges is still present. Using a Xnormal normal map in Max viewports gives even worse results. At least is what i have seen. Here's a…