Alec, I was using the script from the link below to set my max hard edges to the likes of maya, as I was under the impression this was the correct way. This was causing the error in HP. http://www.polycount.com/forum/showpost.php?p=1760374&postcount=46 With that said I did more testing because of this and realized that…
Free hard edges are a good thing. I have had some trouble with that script. Max seems to dislike complicated smoothing intersections. The textools splitting by island always works for me. Also, for unreal, make sure you are using explicit normals, importing tangents, and remove degenerates is off.
What 3d software are you using? The release online has issues for maya people. We are about to release 1.4 which should fix all of the bugs related to unreal output. Not sure what is going on with the website- loads here fine with a hard refresh. If anyone else is having issues please let me know.
And one more thing that I've always wondered about, Zbrush exports meshes that have hard normals, are we supposed to soften these normals in Maya first before we bake high to low? It is painful importing Z models into Maya, I think our guys step down the subd level to build the low poly in Maya. I'll find out today.
Its also very important that you genuinely *do* have an engine that is synced up to Maya as well. If you're using xnormal to bake over Maya it makes me sort of wonder if you do. An easy way to test, is to take an existing asset, soften all of the edges and re-bake* it in maya, and then preview it in the maya viewport with…
Any new regarding maya 2014 H3D exporter plugins???? cause Im not getting good results when converting object to tangent , Im using obj format for my LR mesh . And , Im not really sure about it , but in your maya / handplane workflow , you dont show ur uv islands ( hard edges should be split??) and I dont know if I should…
Just to let the developers know, xrg shared in another thread that Blender now supports exporting sharp edges as smoothing groups to OBJ (and soon to be implemented to FBX). I tested myself, and found that Handplane finally picks up on exported hard edges from Blender, instead of averaging the normals of the low poly mesh.…
Hi chase, I think you need to just get in there and try this stuff. If you use one somoothing group you won't see these massive shading errors in the mip maps/lods until you use a low resolution normal map? Are there times where these errors don't matter or come up so you can use one smoothing group without worrying about…
Hey Alec, could you give me some insight on these last few questions? I absolutely appreciate you're help. Hopefully I can pay it forward to someone else some day or to anyone that reads my write up. If you use one somoothing group you won't see these massive shading errors in the mip maps/lods until you use a low…
Ray distance is the same as projecting out along the vertex normals. Imagine a cage that's projected out along the vertex normals for that distance - same thing. So if you've got hard or split edges, then you're going to have the same problems you would get if you were baking any kind of map - tangent space, object space,…