Hello, I'm trying to setup a workflow for hard surface assets based on these steps: - hipoly & lowpoly modeling/UV in Maya 2012 - triangulate and export lowpoly and hipoly FBXs - normal map (object space) bake in XNormal - triangulate and export H3D mesh for Handplane - object space to tangent space map conversion for Maya…
I finally found a solution, quite painfully. Here's the workflow that I found, not 100% perfect but that's definitely a starting point. - lowpoly and hipoly modeling in Maya - set a minimum amount of hard edges on the lowpoly to avoid too sharp angles (>=90°), and unwrap in a way that every hard edge is also a UV border -…