Vassago: It would as long as you convert to your game engine's tangent space! There'd be no point converting to an arbitrary tangent space (eg. Maya, Max etc) if your game engine doesn't use exactly the same calculations. Ideally either the engine would be set up to match a certain preset, or you would add a specific…
AnimeAngel : For what purpose? Screenshots taken within xnormal? (yeah well, safe bet) Export to a game engine? If yes, what engine? And if so, did your tool guys wrote a SBM exporter for proper tangent export? Dos the engine in question support mirroring? Do you get artifact using Blaizer's example ? Please be specific if…
Well, kinda, but you can theoretically use any baking tools in any engine, you just have to make sure that your engine is set up to derive tangents in the same way as the baking tool. This is usually most straightforward if your engine is your baking tool (such as id Tech 4), since you can guarantee consistency that way.
And then they'll have to export from max to their engine and it will probably be different again. I guess if you're a freelancer you wouldn't care about that step. Most engines I've used have slightly different normal calculations to what you'll see in max or maya. The lighting can look very different and the shaders may…
thumbs up for this statement: game engines and general game technology itself has come incredibly far, and though techniques in general are unified and all the same everywhere, it would be nice to have ground rules when it comes to specific algorithms like normal map creation. it would make switching between engines so…
i think that whoever is using in studio engines that are sinced with max tangents should show this to the programmers incase you also have the same shading errors in engine. Obviously it would affect the pipeline, but make them think about them for other future projects. and while we are at it de-myth object space maps :P