For what it's worth, here's handplane (object space normals baked in modo) versus my xNormal plugin in Unity, using per-pixel rather than per-vertex normalized light vector. Pretty much identical results, nice work guys :) Left: handplane / Right: xNormal
I'm having trouble with displaying normal map in Ce3. I modelled in Modo. Baked in xNormal. Converted normal map in Handplane to 3ds max (since from what I know it's synced with ce3... ?). I used converter fbx => cfg for ce3 to import mesh. Used Photoshops crytiff plugin to export normal map into tiff. And that's what I…
I think you have the right idea. However, with a few of the outputs there are still minor shading errors and you will still need to use some amount of supporting geometry or shading splits in order to get a perfect result. It isn't 100% clear in some of the cases why it is happening, we can test the tangents at each vertex…
Racer445 did some testing for me today on max to ce3 baking and it is definitely not synced correctly. Also, it is now my understanding that ce3 splits smoothing along any UV border edge, this means you will need to do the same prior to baking (or using handplane) to get a reasonable result. This was the result of racer's…
You mean object space, local space is actually another word for tangent space(see: idtech). But you're right, object space normals can't be mirrored unless you have a special shader set up to do it correctly. Rotating your mesh(in your 3d app), or creating rotated instances doesn't work even if you have a shader that works…
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…
Usually for fixing ray projection errors, like a screw or something being skewed I will just cut in one vertex right in the middle of that detail. This fixes the issue in most cases. Now it gets debatable as to whether taking the time to remove this sort of detail later(or creating a copy to add this to and then reverting)…