Hey Cyrid, yeah we will flush out this list. Xnormal object space maps are the same as maya so for now just use the maya option. Between the max option, the maya option, and the extra options for channel flipping you should be able to make anything work. In the future this will be made more intuitive.
Mudbox and Maya are the same last I checked in terms of tangents, and Handplane relies the tangent exports from the app you last used, which last I checked, is also the same as Maya.
I would wait to use handplane for anything maya based but the closest option should be importing a maya fbx with the "input tangent and binormal" output option (and make sure tangents and binormals are included in the fbx file).
Hi breakfast. The maya output is broken at the moment. The maya h3d plugins appear to be triggering this bug as well. Luke is working on a new build that will fix this along with a few other bugs and with some of the additional requested features.
All right an other noob talking here. Tried it out on several model en settings (Max Maya Xnormal. but i didn't get a result even close to yours. This is my result: Maya OS bake Handplane TS results Maya unity So Alec i did send you some files to test with. hope you have time for them. Thanks
When I convert my OS Normal Map, it comes out all faceted like so, any idea why? OSNM was baked in Maya and converted to Maya 2012. When I convert it to Unity it comes out fine, no faceting.
Hi Everyone, I have done some more testing of this build and for now I wouldn't use the maya tangent space outputs. Maya output appears to have been broken when build was put together. I will update the first post in the thread to reflect this.