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…
Congrats @pior w00t! Can you share the GLB files? Also I wonder what happens if you disable exporting with tangents/bi-tangents? That would be a good test of Unreal shader's ability to generate proper MikkTSpace. @Fabi_G and @myclay Thanks for the updates! I thought it would be good to make direct comparisons, so I'm…
@@"Eric Chadwick" @Fabi_G thank you both for the explanations and help! here are the output files, CC0 for Mari and Toolbag. Baked Normalmaps.rar The video was just the provided meshes imported and baked textures slapped on it.Gameengine is Godot. As of now webexport is complicated since it requires a lot of necessary…
The results so far, in Babylon.js Sandbox. Pretty good, we knew soft edges would be problematic in most cases. However, I think recreating the normals in Blender might have altered the bakes. I've attached more formats for the raw meshes: FBX, GLB, and the original OBJ. Choose whichever works best in your app. You just…
@myclay Hi! I assume to remove the normal map clipping of the protruding sphere shapes in Toolbag, you would have to increase the cage offset, ensuring it incapsulates the high poly. In regards to the 24bit, my understanding is that it's consistent with the 8bit export option in some applications (8bit per r, g and b…
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,…
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…
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…