I'm interested in knowing how on earth this *wouldn't* be supported by an engine. The engine must store vertex normals, correct? Why would changing the angles of a couple of normals cause an engine to make up its own data all of a sudden? How would it know which data to make up?
So there are engines out there that will completely ignore your normals? Like I export a cube with hard edges, and get an average-normal pile of crap in-engine? I think I'm pretty thankful I've never had to work with one of those.
Well I did a test and this feature doesn't work in Unreal 3. It doesn't make any difference to the normals. So while it's useful to know you can do this it's not directly applicable in that case. I'm guessing that several other game engines wouldn't support this either. It'd be interesting to hear which engines do support…
The one button script is almost done i just noticed a bug with cylinders with many sides where i get a face with incorrect normals. It works actually very well with a slight manual adjustment very time saving. I will release a video of the script 8 hours from now.Now i have to go or my girl will kill me. For Unreal 3 i'm…
Iiiinteresting. I will assume that as long as engines support custom vertex normals this should fly - interested in seeing how it can benefit baking. Pior: About baking lopoly-to-lopoly - you're talking object-space normals, right?
nice feature didnt know it existed, so is the idea to use this workflow and have your model looking good without using normal maps? if so then I can see how it could be a good fast solution in some cases. Will game engines display these edited normals properly? any screens of that?
Sprung, as far as I know unreal (or is it actorX?) recalculates the normals so yeah this wouldn't work. However normal editing being such a hugely widespread thing to do (especially to piece up destructables, human body parts, pieces of cars...) I would bet that it is supported by basically almost every other engine under…
The engine I use takes .X files, and the Pandasoft exporter has the option to export custom normals. Just wanted to say this works like charm. This is one hell of a cool technique, especially for any type of boxy model (which most manmade things are anyway). Great for breaking up that hard knife-edge look. I'm looking…
Yep as long as your game engine brings in custom normals from your 3d app, it'll work. Pior: possibly the reason that it's not more widespread is that currently it's a lot of manual labour to get something which in many cases doesn't make any visible difference (eg. on characters you wouldn't do this). Until there's a…