I've been wondering that could it work if I had these meshes in Blender, for example: * Character_HP * Character_LP_quads_with_UVs (for rigging in Maya) * Character_LP_triangulated_with_UVs * Character_LP_triangulated_cage Then bake object space normals in xNormal with HP and triangulated LP and LP cage. With exploded…
Alrighty, I'll test that. And if that's going to work, it will be HUGE time saver. Especially, because I'm working as an intern in a small game/animation & vfx studio which uses Maya, but they give me the freedom to use Blender though. (: EDIT: Usually the only thing that needs fixing between different 3D apps is the…
Yay, it indeed works! This is a very useful for anyone using Blender as their main modeling app, but need to set up their stuff for Maya, Max or Modo and so on. I couldn't get maya tangent space from handplane to work in Maya 2015's viewport 2.0. But object space work beautifully though. Unity and Blender most likely use…