For example? Wesley: if texturing seams are your concern use mudbox, bodypaint or any other program that allows you to paint directly on the model, seams are not a problem that way.
There are two issues here: A. Swizzle/Handedness: this is your XYZ orientation and doesn't have anything to do with the baker being synced or not, every engine simply does it one way or the other; -Y or +Y. B. Being synced refers to having your normals/binormals/tangents/(otherwise known as tangent bias) perfectly synced…
I'm pretty confused by this response. Leaving hard edges welded? What does that even mean? Are you actually breaking the verts where you have hard edges? This will cause some pretty bad issues if you are. Even with an unsynced workflow using hard edges is not your only option. You can bevel the edges of your hard angles…
:O i see, Cry engine has its own baker too, and may be UDK and qualified normals form max? In the end we must learn to get good normal maps even if baker and renderer are not synced, some of those examples are for modeling packages and not game engines, so in most cases, baking 90 angle degree triangles with the same…