Improving Soft in this area would be great, and not just for the game
folks. In any case, all the game artists I know already use a wide array
of tools. They use dedicated micro-apps like they're going out of style!
-Tim C.
On 9/12/2013 7:11 AM, Szabolcs Matefy wrote:
+1, and Like, whatever
Looking at Maya LT I feel Softimage a bit clumsy on game authoring
front...
*From:*[email protected]
[mailto:[email protected]] *On Behalf Of
*Williams, Wayne
*Sent:* Thursday, September 12, 2013 2:01 PM
*To:* [email protected]
*Subject:* RE: Improvement requested For Softimage 2015: Normal Maps
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]>
[mailto:[email protected]]
<mailto:[mailto:[email protected]]> *On Behalf
Of *James De Colling
*Sent:* Wednesday, September 11, 2013 7:13 PM
*To:* [email protected]
<mailto:[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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