Converting an OSNM from 3DSMAX to Tangent in XNormal gives strange results. I tried inverting Green Channel and even Red Channel. I Swapped Green for Blue, Red for Blue, Green for Red, but nothing works. Can anyone bake an OSNM in 3dsmax and convert it successfully to Tangent space in XNormal? I really want to use 3dsmax…
Thanks, I got it working when I rotate the object Y/Z and flipped the Y channel. Freezing transforms was not needed. unfortunately it does not give a result that is the same/as good as MikkTSpace bake directly. It is better than the NM bake from 3dsmax, but still has shading errors. Is this a limitation of 3dsmax OSNM…
I am baking a lot of separate objects, and have a script that automatically adds the projection cages, and also links the high and lowpoly objects among other things. I also want to be able to use the rounded edge feature in 3dsmax. I only need the OSNM to Tangent working. There is no reason why it should not work.
I succesfully converted object space to tangent space with 3.18, and if I remember correctly it was a both a Y/Z orientation and a channel flip, but I can't remember unfortunately, maybe ask on the polycount slack channel. Try baking object space from 3dsmax with Y flipped and exporting mesh with Y up, then Z up, and…
I really want to convert an Object Space Normal Map from 3DSMAX in XNormal to Tangent MikkTSpace. This should give good results (as good as baking in XNormal). Only I can't get it to work. I use a custom script, which helps me with baking. TorFrick uses the same approach for baking in MODO: Generate an Object Space…
Well. Now there is a support for MikkTspace in Unreal, so you can make perfect normal maps in Xnormal or Substance. 3dsmax bakes works also, but you need the smoothing splits, or some bevels/supportloops. As far as I know Handplane doesn't support UE4 at all... Also I don't see the point of bothering with Handplane becuase…