I can't post that example its under NDA :) The texture has changed from the OS map generated by max, but doesn't match the tangent map from maya, it's still very object-y looking. I'm not going to plough any more time into fiddling with this at the moment, I want to press on with the production work instead, confident that…
Eric: I just assigned the normals to a regular material in 3ds max (like you would for anything) and then turned on "Show hardware map in viewport". One thing I didn't mention though, before I exported from 3ds max I had to triangulate the mesh. Now when I applied the normals to a non-triangulated mesh (the original mesh)…
Alec: Yeah, that really blows, I found out the same recently. I'd be really interested to see if you or anyone else have examples of Static Meshes still having seams at edges of UV islands (ie, achieving what copenhagenjazz does with his leftmost cube above). Fixing that would be a huge step forward even if general…
So, you're saying you use NO hard edges, and get perfect results in max?.... Clearly you can't be saying that, or you would be showing examples that prove everyone in this thread wrong. =) This is a pretty good example of what happens in max, even using hard edges with a pretty clean mesh, no outrageous issues or anything,…
I've kind of been reading this thread off and on. It's good to evaluate techniques but I feel like this is something this board kinda goes in phases about, I really thought this same thread occured with the same examples like 6mo or a year ago? :) At any rate, here's my take on normal mapping it sucks, there's so many…
People keep saying that this is all a matter of triangulation in max, i think that is a load of shit. You can have an entirely triangulated mesh in max and still get bogus errors you wouldn't get a in maya. On the other hand, you can have a mesh comprised half of 5 sided faces in maya and still get a very accurate result.…
This mesh isnt a good example of using hard edges, but yes in general even using hard edges in maya vs max, you'll still get better overall results in maya. I posted an image earlier in thread show an example in max with hard edges etc that still had obvious errors. However you can clearly see bad shading, seams etc on…
Hey nice test EricChadwick, should definitely be on the polycount wiki or such ;) I don't see any problem with your bevelled example, however the normalmap looks wrong, it should be a gradient around the edges - make sure you set them to one smoothgroup.
Thanks man. I'm starting to learn Maya, will be playing around with this some. The whole normal mapping process seems way messier than it should be. Another example. And I posted a new thread on CGTalk for Ken Pimental, Normal map discrepancies in Max.
I dunno Garrio, after seing my results with the EQ test mesh in UDK ... it makes me feel like not using Unreal at all, be it with max bakes or anything else... I understand it was an extreme example but still. Anyone managed to make that mesh look correct in UDK?