We have added a checkbox for lowpoly object export to ignore any transforms on the low poly. If the object is baked in world space instead of object space the normal map is effectively double rotating and causing the strange colors. That map output is still a tangent space map, it just has its shading rotated, hence the…
Quack, You still need an averaged projection. The root of that "no need to use a cage with handplane" is based on baking in xnormal (and in that case it is true). With xnormal, if you are using smoothing splits, you must use a cage to get an averaged projection. When you use handplane, you can set xnormal to average your…
Hi Ted, Thats a new one. What does 3dsmax output look like? Also, what 3d package and file format are you using? I'm looking into this, if you are able, can you send over a lowpoly along with the object space map?
post a picture. Most likely this is happening because your normals were inverted when the object space was baked (high or lowpoly normals being inverted could cause this). If there is one area in particular that appears to be acting differently, investigate those areas first. Also, it can happen if you are using symmetry…
They should look the same in game (and in maya) even though the two models actually have different normals (since maya creates different normals for quads vs triangles). If everything is working correctly the tangent space maps for each model should be correctly compensating for the different lowpoly normals and both…
it only alters how you UV in so much that you can use fewer (or no- depending on the engine) UV/smoothing splits. The quality for all the engines is good enough (including unreal) that my workflow looks like this: 1) make my lowpoly 2) UV in the way that is most intuitive to texture, minimize UV splits 3) Split smoothing…
Those colors are inverted or rotated shading. The object space source map being fed into handplane is facing a different direction than the lowpoly model it is using to calculate. What does your object space bake look like on the model? Place colored lights on opposite sides of the model to ensure the object space normals…
Edit: forget what I said in this posting - that blob mesh seems to shade correctly in Maya although the tangent map looks unsually colorful. But the issue with my other mesh still stands. I'm trying to save the mesh in different rotations / file formats and see whats happening. Edit: POSSIBLE SOLUTION For whatever reason -…
I am trying to pass a world space normal map baked from a highpoly subtool in ZBrush 4R4 along with the lowpoly mesh (doesn't matter if I take the exported mesh from ZBrush or a completely smoothed one from Maya 2010 and exported as OBJ) into handplane. But I get similar results like olivierth. Also handplane pops a…