sounds like max speak, im using maya atm... would the history of a transform components function work similarly? that aside i'd have to see if you can install the sbm exporter on maya LT... :/....aaannnd it looks like this may not be possible. so ill have to stick with fbx for now...
There's a bunch of maths used to take the object space normal (i.e. the exact normals of the high res object you're baking) and transform it into the tangent space normal map that's commonly seen (the purple one). What's required is that the maths used for transforming the object space normal into that normal map during…
Bit of a basic question, But I assume you've frozen transforms before exporting, And turned off two sided lighting to check for any flipped faces or goofy normals? If the problem persists i would try exporting as an OBJ. Then import it back into maya. Then out as an FBX. Or possibly the FBX converter I've heard about a few…
I spend 2 day to understand what is wrong. This makes me crazy Workflow * From Max 2016 : - Export all mesh (low, high, cage) using FBX 2013 with 1 smoothing group mikkTspace (with export smoothing group ON and Tangents & Binormals OFF) for the cage and low res mesh, all transform freeze for all meshes and only the cage…
so i've been reading this topic from page 1 - 9. Totally love it. But i've got a couple of questions. now firstly let me make clear that i can make normal map from a HP box (soft edges) to a lp box. (yei). But what i want to know is, how far should my UV Islands be from eachother(?) so they dont bleed to another (?). I…