Taking a cue from xnormal would be great. Tangent basis calculators (so as to 
get bakes that work specifically for Cryengine or UDK or Unity, etc) and cage 
functionality being the two most important for me as a game artist.

From: [email protected] 
[mailto:[email protected]] On Behalf Of James De Colling
Sent: Wednesday, September 11, 2013 7:13 PM
To: [email protected]
Subject: Re: Improvement requested For Softimage 2015: Normal Maps


seconded, we end up exporting to xnormal because softimage cant generate 
acceptable resaults.
On 12/09/2013 2:16 AM, "Adam Sale" 
<[email protected]<mailto:[email protected]>> wrote:
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In the case of my experience with Softimage, I find a lot of people move away 
to Maya for shade and light, precisely because right out of the box normal maps 
do not work as expected.

I have filed as a bug report many times, but really think it time to clean up 
the tool.
Maybe even add the ability to increase normal map intensity. Not too much to 
ask ;-)

Please, Please, Please.

Adam

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