[=Gigantoad;141071]
Turtle vs. XNormal would be quite interesting. Does Turtle have a synced tangents workflow with UE4 then? Is there a MikkTSpace option?
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OK, I am not actually the artist of our team, I am the game designer / programmer with quite a bit of experience with Maya LT lately but obviously I am still lacking knowledge. Just talking to (the artist I work with) I am learning that the baking tools of TURTLE are somewhat limited. For example, there is no cage tool so tangents are more difficult to be accurate with. With a little hack, you CAN get synced tangents with UE4, but it involves importing the high res model into UE4, letting UE4 calculate tangents and then export them out, then import them into Maya LT and use them in the bake.
So, all to say, I no longer want to compare TURTLE to XNormal, I think XNormal is better. For the style of game we are creating, (we don’t need the tangent, we can bake based on distance only) Maya LT and TURTLE create good enough normal maps, but for more complicated lighting scenarios, I guess Maya LT TURTLE is crippled. Thinking about it further though, our high-poly versions of models are made outside of Maya in sculpting tools, so there is no reason we couldn’t use XNormal anyway.