I don’t know why I was surprise, since Lumberyard is base off of Cryengine 3.8, which also had problems with sync normal workflow. It suposely support MikkT tangent basis but it isn’t syncing up with it.
Here’s a good link to what a “sync normal map worflow” means, for the laymen:
Basically, it boils down to using 1 smoothing group , not needing to split up hard edges , which creates extreme gradient in the normal maps that still look correct in the engine. I tried this on a simple cube, with 1 smoothing group and a simple cross UV:
The cube face should be flat shaded(it’s incorrect shaded here) and the corners should have a bevel shading(which is correct). This same cube with the normal map, looks perfect in Unreal Engine 4(which is sync to Mikk T)
In Cryengine V, they introduced a fix via an external app call NoMaps, but for Lumberyard I think this should be support at the core level, no need to add another standalone apps to download/use.
Please please fix this…