Playing around with baking in 3ds max and Xnormal and noticed some big differences between them. For some reason 3ds max bake give much worse results than Xnormal's... Skewed details, shading artifacts. Both are viewed in Marmoset with proper tangent spaces and baked with the same cage. Is there something wrong I did with…
You could also render out a world space normal map in 3ds Max and use Handplane to convert it to your target game engine. (assuming the tanget space calculator in 3ds max is your only issue)
Once you get all of the parts of a material working you hardly notice, but I agree on a micro level max starts to fall apart, still for a lot of jobs it works just fine so a lot of people will use it, mostly out of convience, jumping back and forth between 2 apps is a pain, that is if max worked right. The problems for me…
It's been known for a while now that the tangent space calculators in 3dsmax (especially) and xnormal are different. Xnormal and maya's tangent space calculators are more suited for games iirc. Max is somewhat notorious for shading errors and smoothing issues.
Hey Mark! I'd like to mention that you dont need to render them one by one; the AO seems to be the only one that is causing this issue. If you render just AO, or everything except AO, the padding turns out just as it should. I solve this by setting all the textures, I save my scene and delete the offending shaders, then…