3dsMax renders images fine, it only adds dithering when saving. It's turned on by default. To turn the dithering off in 3dsmax go to Customize/Preferences/Rendering and uncheck the "True Color" checkbox.
I still can't tell what tangent space you are trying to output. If it is either 3dsmax, maya, or unreal you won't be able to use the edit normals modifier because we recalculate the normals to match the target engine. The advantage to this is that an artist working in maya who wants to make a 3dsmax tangent space map will…
Can you post pictures? I am having a hard time understanding what is happening in UDK. Also, that 3dsmax viewport shot you linked to has no hard edges.
thanks for putting that together. I think overall the max output looks better. One nice thing with handplane is that you can bake a big sculpt mesh inside xnormal but still get access to a 3dsmax TB map.
Unity 4.2.1f4 free, forward rendering. Contestants: - 3dsMax tangent space Green Up (green channel flipped) - Handplane: fed with 3dsmax worldspace normal map - Farfarers TUnitySpace This is the unwrap, single island, done in Max with really minimal distortion, one face has some slightly visible stretching when viewed with…
I have a problem that occurs when using handplane, I made normalmaps in 3DSMAX 2014 and put them together in photoshop(left image). But when I render out the handplane normalmap I get this (right image), what could be causing this problem?
Hi Ted, Thats a new one. What does 3dsmax output look like? Also, what 3d package and file format are you using? I'm looking into this, if you are able, can you send over a lowpoly along with the object space map?
Hey Alec The 3dsmax output (assuming you mean if I baked in max) looks fine, pretty regular normal map. I'm exporting from max, using FBX for the object and TGA for the textures. I just sent you an email with the relevant files, thanks for looking into it.