Hi,
I’m a strong user of xNormal which is a software that allow users to bake a lot of different textures based on an High-poly and Low-poly mesh difference. However, the default way of xNormal to compute normal maps produce textures that are not totally compatible with the Unreal Engine (3 and probably with version 4).
I know that the FBX importer in UDK/UE3 was updated to import mesh baked with xNormal differently and support a bit better the normals of the mesh used during the bake. However, and even if I know a perfect bake is impossible, I’m sure this system could be grandly improved by creating a dedicated tangent space calculator for xNormal.
- About the benefit of synchronized
tangent space :
http://pixeljetstream.blogspot.fr/2012/06/tangent-space-can-cost-extra-money.html - xNormal : http://xnormal.net/1.aspx
This would avoid the need to use additional software to fix the normal maps, such as Handplane : http://www.polycount.com/forum/showthread.php?t=116899
I believe a direct and straightforward process such as (example) Maya => xNormal => UE4 could be beneficial in term of usage and will help the engine to be more easy to use and learn to achieve good results. Especially regarding how complicated and technical normal maps can be to make.
To compare a bit : Unity has this plug-in (but I was made by an user of the engine, not by the Unity’s developers) and Crytek also made a plug-in similar in the past for the CryEngine.
Short version : I would like to see a plug-in for xNormal that allow the baking of normal maps matching the tangent space of the Unreal Engine 4.