Great idea Alec! Although, I don't imagine that putting the turbosmooth over your mesh set to smoothing groups will work with all low poly meshes, especially in the case of splitting smoothing groups along your UV seams, for example with certain hectic hardsurface-type meshes. In that case, would you just add a edit poly…
Here's a visual example of what I mean: The low poly cube has all 12 edges set sharp, yet Handplane still treats it as if the entire model is smooth. Blender's method of exporting smoothing groups is to physically split sharp edges on export. It does not use actual smoothing groups like 3ds Max. I'm not sure if this is the…
Object space normal maps are absolute - they give the explicit normal that the high poly surface is facing in.* The low poly model doesn't have to do anything other than record that in it's UVs. Tangent space normal maps are relative - they alter the normals of the low poly model to point up/down left/right of the current…
handplane has been released and support has been moved to this thread: http://www.polycount.com/forum/showthread.php?t=116899 Hi Polycounters, handplane is a new tool being developed by Luke Hodorwicz and myself with the goal of solving tangent basis mismatch issues across multiple game engines. We are currently at an…
I posted this over in the Dota2 subforums some time ago, reposting here for visibility. The OS map, generated in xNormal looks fine, but when I convert it in handplane or bake it directly in xNormal using the handplane plugin, artifacts happen, especially along UV seams. Check out this thread for more info and examples as…
Hey guys, I just want to wrap things up in my head and recite them here just to be safe I get it correctly. So all these techniques going on with UV splitting, Smoothing Group splitting etc. were all done because of the tangent bases not being in sync from baker and engine. Now with handplane being able to convert an…