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Inverted normal maps in 3ds max 2013

Hey. I've got a little problem here. When i'm trying to bake normal maps in 3ds max 2013, they come out inverted. Like the stuff that supposed to be "outside" is "inside", if you know what i'm talking about xD I need to flip it inside out. I never touched default settings, tried using with and without supersampler. All other maps are baking fine. What can cause this problem? Normals are facing right direction and i use cage for projection too. Xnormal bake same meshes just fine

edit: Seems like i only needed to invery green channel in photoshop

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