There already is something akin to AutoLOD in soft, but the resultant edge 
loops left behind are a bit wonky. Instead of ------ you wind up with something 
like W more often than not. If that weren't an issue I'd possibly use it more 
often. Fix that, update the normals stuff and provide some updated retopo 
tools. That'd go a long ways towards protecting the kittens.

From: [email protected] 
[mailto:[email protected]] On Behalf Of Nicolas Esposito
Sent: Thursday, September 12, 2013 8:29 AM
To: [email protected]
Subject: Re: Improvement requested For Softimage 2015: Normal Maps

I used to bake the normal maps inside SI, but I switched to Xnormal/Crazybump 
for props and Zbrush for characters...
Its nice that is there, but it really needs improvement
Is surprising that many game development studios use SI as first 
modeling/animation tool, but most of them ( Konami and Capcom ) developed their 
own pipeline and custom tools to get the best out of it, so unless you code 
your custom stuff you need to look for other tools to achieve the result
Thanks to Blur and Dante's Inferno we have Facerobot, but since then ( XSI7?) 
this marvelous tool has been left to die almost
I honestly would like to see an improvement/update of Facerobot, among other 
game related content creation ( automatic LOD, automatic "invisible walls" 
geometry, PROPER exporter for Softimage, and so on... )

2013/9/12 Szabolcs Matefy <[email protected]<mailto:[email protected]>>
+1, and Like, whatever

Looking at Maya LT I feel Softimage a bit clumsy on game authoring front...

From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Williams, Wayne
Sent: Thursday, September 12, 2013 2:01 PM
To: [email protected]<mailto:[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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