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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