Handplane doesn't support Mikk TSpace which UE4 switch to in version 4.7. xNormal uses Mikk by default. Here's a good explanation of using synced normal map workflow with UE4. http://www.polycount.com/forum/showpost.php?p=2257792&postcount=1845 Also you may need to change this setting in xNormal…
Good information here, thank you. I'm gonna give it a shot. I'll be trying to bake this: EXPORT SETTINGS: ACTIVATING PLUGIN FOR MIKK TANGENTS, and RAY DISTANCE CALCULATOR As I posted this image, the RDC was still running. Has been almost 3 minutes so far. I'm going to stop it now and press "copy results" SETTINGS USED AND…
One guy in an old thread here on Polycount. Good to know it's not important. Yep. Thank you again. My map is clean now. I rebaked everything and it's looking just like I wanted. Of course now it looks bad in 3DO but it's not like I really care or anything, as long as I can comfortably add detail and it looks fine in UE4.
Feeling lost. I've been having trouble trying to bake correct tangent space maps for UE4. My first approach was the traditional one. I use Maya 2014. I exploded my mesh, triangulated, managed smoothing groups according to UV splits, and baked a Tangent Space normal. The results looked clean in every application I had…
I spent the whole afternoon trying various solutions, including -object space map baked in xnormals from FBX with TB checked, converted in Handplane to TS -object space map baked in xnormals from FBX without TB checked, converted in Handplane to TS -object space map baked in Maya, converted in Handplane to TS using both…
SECOND ATTEMPT changes made: -Base FBX is a single smoothing group, as suggested in the UE4 documentation -Normal was created with x+ y- z+ in xnormals, all other settings unchanged -Opened in Maya, exported with Embed Media, imported in UE4, green channel not flipped changes not made: -No manual cage -UVs are the same as…
:poly102: Ok, this is a little embarassing. Thank you, this improved the normal map drastically. Really the devil is in the detail. Thank you very much. :) *next step* This worked, to a certain extent. This is the current result: These are the same (small) artifacts you can see in Maya as well, on a dark material with high…
OK, had a look at it. Looks perfectly fine to me using xnormal to bake as tangent space normal. I use Modo as my 3d application. Here's what I modified in your low poly model: 1. A lot of stretching occurred in one of the side pieces, I had to cut down the middle part of it and relax the UVs. 2. Set all edges to soft, then…