hi guys,
since both engine unreal and unity sync with mikkt.
https://www.youtube.com/watch?v=gR3r7Xmhmlk&list=PLB0wXHrWAmCx994Cb7iRFSmupYHFw5DTx&index=21I want to know if the work flow is right I watch the videos and there some part I need to clear it.
first the work flow (correct me if I am mistaken) :
- no need to focus on 90 degree you can attach uv map with 90 degree.
- make 1 smoothing group.
- export it as fbx with tri and with unchecked (tangets and bionormal)
- Baking must support Mikkt like (xnormal or substance painter or any software that support mikkt).
- Never Ever test your normal map in max or maya test it in unreal or marmoset.
move to my question:
-is it A MUST to make one smoothing group ? if let say there is 2 different uv island and I want to give it different smoothing group is it ok ?
- is there a rule to make multiple smoothing group with the mikkt ? in which cause I make different smoothing group ?
-is there different when baking with substance mikkt and xnormal mikkt ? is it gonna be the same result when putting it in unreal ?
thanks
