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…
Sure thing, I am attaching the result of the Blender 3.1.0 boxsoft bake exported as .glb. I'd expect it to be exactly the same as Fabi's contributions though. The UE4.27 GLTF import plugin (or rather pluginS, are both seem to behave exactly the same way...) doesn't expose the usual FBX normals/tangent and Mikkt options at…
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…
Thanks for these! The original vertex normals are very important for all three, especially for boxbevel because it has face-weighted normals. However, if you can recreate the vertex normals in your software, feel free to do so. Your modified GLBs look great. Vertex normals look like they're aligned the right way... hard,…
I'd like some help from the community, if you have a minute! Could you bake normal maps from these models in the software you're familiar with? * 3ds Max [done] * Maya * Blender * Substance [done] * Toolbag * 3D-Coat * Cinema 4D * Houdini * Modo * Xnormal [done] * Knald * (others?) The intent is to show the baked result in…
Happy new year! The issue I encounter when importing and baking the boxes in Blender, is that the shading is stored as custom split normal data. If I were to remove the data, the underlying shading is hard (Auto Smooth 30°). During the bake the custom split normal data gets ignored, which is a nuisance. When searching for…
Thanks for the examples!! Right, 24 bits per pixel (bpp) is the same as 8 bits per channel (bpc). It's confusing since some apps don't specify when it's per-channel vs. per-pixel. * 8 bits can mean either 8 bits per channel (3 channels = 16.7 million colors, JPG for example), or 8 bits per pixel (1 channel = only 256…
Heya Eric, The Blender terminology is a bit unclear, probably coming from earlier legacy development. "Autosmooth" simply means that smoothing is applied to the object with an optional threshold for hard edge shading from 0 to 180 degrees (30 being the default). First and foremost this requires the model to being flagged…