note sure if this is the right place to request this feature, but is it possible to get launch parameters, or a XML file that can control handplane. I would like to build a script allowing me to do handplane bakes from with in maya.
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
Thanks for you help Alec. Here are my results with triangulation. Looks better but it behaves like it would in 1smoothing group and not synced workflow. Also it is one smoothing group but like you said it breaks smoothing wherever the seams in uvs are. You can see that there is break in smoothing where uvs aren't continous…
I'm creating assets for Source. Though I'm exporting and compiling using Wall Worm Modeling Tools from within Max. I assume that I'll convert object space to Max tangents for viewing and texturing my model, then convert it to Source tangents when I need to export out of Max. Does that workflow seem right?
Hey Spudnik, did you ever find a solution to your problems? I am having the same thing happen to me, I've used Handplane 1.3 and 1.5. 5 months ago I didn't have these issues, which is weird. Right now I just can't seem to get rid of the symmetry line in the normal map.
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
Aye that fixed nothing popping up! Downloaded the newest version of the FBX plugin (FBX 2013.3 Maya 2011 64-bit) for Maya and now things showed up. However they seem to have artifacts here and there :/ My test models UV-layout might now be the best at the moment, might need to replan them or get a better test model. Those…
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…