Great article/read EQ...I was wondering if you could clear up a few things for me??? 1)I think I might have the terminology wrong...are UV splits and UV borders the same thing? 2)Are edges considered hard because its on a 90 degree bend or because the edge is between 2 separate smoothing groups? 3)Is this what you were…
Yeah, I'm not sure PipelineIO really matters in an 801 world. Farfarer's vertex normal script is indispensable, however. And yeah, as I said above, just bake in xNormal.
There's a couple of scripts in this thread: http://www.polycount.com/forum/showthread.php?t=71406 (and more floating around PC, giving the search function a healthy workout might be an idea)
I have fixed in Modo. I just had to make the mesh smooth again and then reassign smoothing groups. For some reason a script messed it up (or may be it was just me).
And yet, despite its length, some people still don't get it. There's a reason he had to go into so much detail, and you're proving it. Also, not allowing scripts because they're buggy, but running the latest Max? That seems somewhat counter-productive.
When a mesh is actually rendered on the GPU, any UV seam has to been split into 2 separate edges, that's why the seam happens. UDK technically could keep the original vertex normals, but it doesn't, it just reads the mesh and splits it. I think TexTools for 3ds Max has a button for that, http://www.renderhjs.net/textools/…