Not what he was asking, there were methods to get explicit normals in UDK before, but they didn't work on rigged meshes. So it will be curious to see if that is fixed now. Also, heres to hoping this is actually "synced" and not just "better", from the example mesh there it looks like there are a *lot* of hard edges there…
I've always been able to keep my models in 1 smoothing(no extra geometry) group inside the blender Game Engine. Without any shading artifacts.(see basic example below) With this update, can i finally import these models in udk without having to rebake my normalmaps using hard edges/edge splits? Without normalmap: With…
Assuming that both this update and qualified normals mode work as advertised, they should be identical. Any differences in quality here could be from the position of the lights, or the fact that I just reused the xnormal map for the qualified example instead of baking out a new one in Max. I kind of figured that the…
Okay, got part of it sorted! Point lights don't work the way I would have expected in UDK-- possibly they never have. I swapped them out for directionals and lightmass is playing with them just fine. Here's the updated example: As you can see, static meshes look mostly okay, and skeletal meshes still artifact badly (and…
ah crap, last time I messed with Xnormal it still couldnt do unexploded bakes based on material ID's Like Max could, that was kinda crucial to a workflow for a few maps I would bake (and overall not killing myself for similar results of exploding my mesh high and low) If that was fixed somehow I would be willing to give…
Well considering that mbullister's comparison uses my "worst case" mesh from one of the older threads I'm not sure what more I could do to try it out. From what I've seen here on unrigged meshes its a massive improvement, but I don't really know anything about rigging etc so someone else will have to test that stuff out…
What exactly are you using Multi ID's for? If it's masking, why not write a script that will take RGB from your Material and instead lock them into your Vertex Color and bake out that as your mask, since last I checked, you still need to clean up stuff in UDK for Multi ID's. If you could give an example on why you need…
Hey man Im not trying to be a jerk. But the Cheap in me says "Great we have a simple solution" But the business professional in me says "This is a free app that some guy happens to do in his spare time for free that is now being used by a MAJOR developer in the 3D game/movie/engine world. So that means if his product has…