I tried what the documentation suggested- it worked for UDK, not for UE4. Seems like I'm not the only one with this problem either... https://answers.unrealengine.com/questions/14375/normal-map-workflow-with-xnormal-is-not-working.html My workflow using Handplane doesn't work with UE4 either. I really think Epic ought to…
UE4 should be synced to XN as they both use mikktspace as default. I wish lux would add the mikktspace normals as an option as it's not rocket science ! They are looking into it however :poly121:
I have no problems with using xnormal and baking my normal maps in UE4 using the same techniques outlined in the documentation I provided. I use Maya LT, xnormal, and zbrush. I was having a problem with importing any normals from Maya LT because the Maya LT FBX exporter was too new for UE4. However since version 4.3.1 this…
Oh- not sure. I was talking about the workflow for UDK. But if UE4 has synced normals from XN now, that would surely cut down on the work! Obscura, it's not about the shape, it's about the workflow for getting the normal to read correctly in a game engine. To be fair, I do agree beveling edges can help a lot with normal…
Again Obscura, I think you are missing the point- but I do agree my method is not perfect and some gradients do exist. I've known about beveling and chamfering- that are quite useful. And custom normals is what I meant by 'creased edges' - I do realize in Maya that is a seperate thing, what I meant was soft/hard normals or…