Handplane repeatedly fails to create a tangent space normal map from an object space normal map created in Zbrush. The created file is correctly blue mostly in parts at the "beaches" of the UV island, but "inland" it mostly remains object space. :-/ ???
@AlecMoody Nope. I figured out that when I create the World space normal map in Max2013 and do a conversion in Handmap, Handmap creates the correctly colored BLUE normal map. However there are still some seams visible in Unity. I created a tangent space normal map in Max 2013 with green Up (Green channel flip) it looks an…
We just released 1.4: http://handplane3d.com/handplane_1_4.rar Change log: Removed licensing system for transition to freeware Improved handling of smoothing groups related to Unreal Output Created an Xnormal plugin to bake directly into Source engine tangent space Created SMD importer for Xnormal UI Tweaks Video overview:…
Sorry, Not until crytek is willing to share information with us. We tried implementing their TB based on old documentation and it did not look good. One of their licensees also tried to get them to share info with us and it never went anywhere. The last attempt we made was a build that loaded their model files and…
I am having the same symptoms - I have baked the maps with xnormal; and I have checked and doublechecked the settings and the workflow as described in the maya/xnormal/handplane video tutorial... tried to create handplane normal maps for maya 2013 and unity, both didn´t work for me...
Okay, spoke with one of our artists today and also spoke with our rendering engineer. Rendering says we are using the tangents/normals directly out of Maya. So is that all rendering needs to do to be "synched?" And here is our baking workflow. Alec, EQ, please point out flaws if you see any. -Export high poly out of Zbrush…
Good call! I double checked the geo and noticed that some cuts I made using cut faces tool happen to be very close to an existing vert and as a result created a micro triangle, I merged verts together as a quick fix, re-rendered using handplane and that fixed the problem :) Thank you!
They should look the same in game (and in maya) even though the two models actually have different normals (since maya creates different normals for quads vs triangles). If everything is working correctly the tangent space maps for each model should be correctly compensating for the different lowpoly normals and both…