because at least 3point (not sure about xoliul) is synched with max, simple as that, maps baked from maya won't look anywhere near as perfect was with 3p in max, or max maps in maya. did you try exporting the tangents via fbx and let unreal import those? i haven't tested in a while but at least from maya this worked for me…
i would love to say that this works with unity, so far i couldn't get correct tangents to show up there from max and as the whole production right now is max centric going via maya is also no viable option
Yeah if you're exporting from Max, this is entirely the way to go. Epic is phasing out use of ASE in UDK, so using FBX and it's explicit normals/custom binormals is really kinda required to get it as close as possible to the Max mesh.
Max's RTT normal map baking hasn't really changed at all since it was introduced as far as tangent space etc it concerned. The "baker" has never really been broken, its the RT shaders and specifically how the tangents are stored/exported/etc from max. 3pshader for instance simply saves the correct tangent information in an…
but is it really so hard for them to go: "okay so 3ds max, maya, and softimage now use (x*y+z=t)" as their tangent calculation, and keep it that way forever? i mean... why would the tangent basis change with every new edition of max? that makes no sense at all!
Texture and render, using RT shaders in Max. However, using SBM doesn't give me that issue, and baking inside Max also doesn't give me that issue. No idea why, and don't plan on spending time on finding out why (since let's face it, not many people will care about this point).