In the future, please don't transpose the contents of a private message onto the forum. Had I written that for the public it would have been phrased differently and I would have included a few more qualifying statements.
Minor update to handplane today. Version 1.4.1 is just an updated handplane xnormal plugin for Xnormal version 3.18.8. We also included the older plugin for people on 3.18.6. Version 3.18.7 got skipped. Direct link: http://www.handplane3d.com/handplane_1_4_1.rar
Sorry if that was unclear. UE4 is included in "adding some new engines." It is just lower down the list. When we were first specing out handplane unreal support was the highest priority and the most time got sunk into figuring it out. Once we started selling handplane it was clearly the least popular output (at least for…
Thanks eric. Just to clarify your workflow. Are you getting different normal map outputs from handplane based on FBX files including tangents? That shouldn't be happening. Or are you attempting to import tangents into unreal while also using handplane generated normal maps? (if so, dont do that). I would avoid using OBJ…
http://www.handplane3d.com/handplane_bake.rar This should be all you need to do some tests with that model. I included the highpoly files so if you want you can rebake. Also worth pointing out- I used no smoothing splits when I made the tangent space map. In practice there is a lot of free cleanup from using existing UV…
I apologize if this has been asked before but I couldn't find an answer. I was wondering if someone knew what's best to do when incorporating Hand Plane into your workflow in regards to how the object space map is baked. When using Xnormal to bake the map and considering that the target engine doesn't support custom…
it only alters how you UV in so much that you can use fewer (or no- depending on the engine) UV/smoothing splits. The quality for all the engines is good enough (including unreal) that my workflow looks like this: 1) make my lowpoly 2) UV in the way that is most intuitive to texture, minimize UV splits 3) Split smoothing…
A couple of possibilities. To me it looks like there is an issue with unwelded verts in that mesh (like your cut isn't quite connecting to the vertex correctly). You can email me your maya file and I will take a look. Also, check for unwelded verts, border edges, or invisible faces in those areas. Also, those cuts you…