Oh the irony - after enabling both GLTF import plugins available and dropping in a Blender-baked and -exported GLTF (defaulting as static mesh) and doing the necessary texture re-plugging (as the importer assigned some nonsensical texture presets by default) ... the result of a Boxsoft bake is perfectly flawless, with flat…
Heya - Without even attempting to understand the reason(s) why, I find it odd that all the "BoxSoft" results shown in the above picture are all showcasing incorrect shading (since the faces should appear completely flat, yet they all display some amount of shading artefacts). So perhaps it could be interesting to also show…
Hi there Fabi, Eric - personally I am getting this out of a bake with a manually defined cage, done on a freshly imported unmodified boxsoft with the "custom split normals" left as they were on import therefore overriding the default 30 degrees smoothing. That's blender 3.1.0. From what I understand/guess, Blender is not…
I wonder why you're using the Auto Smooth option in Blender? That would seem to be overwriting the incoming vertex normals? About synching: The glTF specification says renderers should use MikkTSpace tangent space with the OpenGL X-right Y-up convention to render a model with normal maps on it. Which means the baker needs…