Yes, that is what I mean. The converter/importer will most probably re-evaluate all mesh data to optimize the vertex/tri setup. And I think that things like handness are more or less ignored. Splitting the UVs or using a hard edge to enforce the converter/importer to handle tangent space correctly, is a valid "hack". With…
this sounds weird to me. IF you do the split along the mirror seam, each uv chart will have a common "handness". Yes there are a couple precision issues, but you could account for them at baking time as well. For experiments I had done a custom baker-plugin for 3dsmax that takes game-typical optimizations into account (say…
I keep reading your posts and can't tell exactly what you mean. However, there are plenty of game engines that have synced tangent basis with their baker and handled mirroring easily. Id has always done this and splash damage had maya tangent basis running perfectly in Brink. This isn't an issue of "A modelling tool uses…
Sure it can all come from an optimization - but again still, such an optimization might have been made on the assumption that "it looks close enough", and by people who are great at what they do but might not know all the intricacies of the practice of normal map baking. (not saying it was the case here - just a…
Yeah but ... the 3point guys showed clearly that it is possible and even offer their help regarding the good implementation of their pipeline. And regardless : Doom3, one of the first game using this kind of visual tech got the problem figured out, thanks to more accurate syncing. From what I have noticed, there is indeed…
The handness problem only happens if your middle vertices (along the seam) are not split uv-wise. That's what I meant with if you split the uv-vertices there, there is no problem. That is you can select each "half" of the divided plane in your uv-editor and move around freely. The middle vertices still share positions and…
We've looked into this solving problem at work quite heavily, to try and match up with Unreal's tangent space. Since I'm not too sure about the exact details, the long story comes down to: there is no way to sync correctly, due to the way the engine works internally (hence why Epic themselves can't do much). It loses…