Looks to me like max isn't calculating nor using the tangents and bitangents, which are required for proper lighting with tangent space maps. The tangents and bitangents need to be calculated per-vertex from the UV coordinates of the model. Once they're created, they can be stored in an unused UV channel. Then the light…
Awesome. Thanks for looking into this, everyone. I knew I wasn't crazy! Hopefully someone here is crafty with code/maxscript, and is willing to take this up.
On a side note, the FX shader I used was "RTTNormalMap.fx". I'm clueless on this code stuff, though. If someone could make it support 3 lights, transparency, and specular, I'll have your baby
Doesn't matter whether it's Direct3D or OpenGL, it's an issue of Max not creating the tangents and bitangents, or even if it does (which I doubt) then it isn't using them in the shader. It wouldn't be hard for someone to write a little utility that calculated those, then stored them in a modifier or somesuch, then write a…
Thanks for the info Eric and Ben. Vassago: I'm wondering if the engine your friend tested that in, is an OpenGL or DirectX graphics engine? Do you know? If it's DirectX, then what could it be that's causing Max's hardware renderer to screw up the display, if it's possible to have a perfectly working tangent-space normal…
Nice to get feedback directly from the developers themselves, thanks Michaelson for your time. Does RTT store the tangent/bitangent data when it creates a normal map? I can't find any options to turn it on, at least in Max 7. It seems to me both the scanline dlm and viewport fx shaders would need to access that data for it…
EDIT: It was the inverted green channel, :P I wonder if it's related to this topic. Look at this. Same model, 1 smoothing group both models, Max Render to texture Vs Melody. May I be doing something wrong with max normalmapper? I don't see any button that says "create beautiful normal map" Thanks all.…
Texporter is free and has been around for a long time, plus there's Grant Adam's fine PSDPathExporter. I'm not a marketing guy for Autodesk, but third-party devs have been a major part of the appeal of 3ds since the DOS days. Savvy way to get more tools, if you ask me. If functionality isn't up to par, Autodesk attempts to…
Vassago, it looks like you've got a pretty good case here to submit as a bug. The guys at Autodesk are pretty good at fixing things that people complain about. Normal Mapping seems and mirrored UVs are a good example of this. If you don't tell them there is a problem, it's much less likely that they'll fix it. Here are…