Thanks! The full asset has snapshots of the UV layouts included. Plus there's a written info about the layouts in the readme: * Go to https://github.com/KhronosGroup/glTF-Sample-Assets/pull/88 * Click on Files Changed, then the three dots, then View File. (these steps are only needed before the submission is finalized and…
@myclay Hi! I assume to remove the normal map clipping of the protruding sphere shapes in Toolbag, you would have to increase the cage offset, ensuring it incapsulates the high poly. In regards to the 24bit, my understanding is that it's consistent with the 8bit export option in some applications (8bit per r, g and b…
Hi! In Blender, baking to boxsoft and boxbevel in their original state, the resulting the normal maps don`t look as intended. Blender seems to ignore the modified vertex normals when baking. If I discard the custom split normals data on those meshes, they become hard shaded. If I set their shading to auto smooth with 180°…
I'd like some help from the community, if you have a minute! Could you bake normal maps from these models in the software you're familiar with? * 3ds Max [done] * Maya * Blender * Substance [done] * Toolbag * 3D-Coat * Cinema 4D * Houdini * Modo * Xnormal [done] * Knald * (others?) The intent is to show the baked result in…