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

