Home Technical Talk

3ds Max to dDo Workflow issues

polycounter lvl 10
Offline / Send Message
Benvox2 polycounter lvl 10
Hello,

I have been starting to try and use Quixel dDo to quickly get a base texture to work with after creating a low/high poly mesh in 3ds max 2010 and generating normal maps from that.

My problem is when I create my texture in dDo every time I want a detail on edges it puts it in crevices and every time I want details in cavities it puts them on edges, it is as if it is reading my normal map with some inverted channel.

But my normal map looks correct and displays properly in Max viewport, does dDo require a certain channel to be flipped or something along those lines?

Thank you kindly in advance,
-Ben

Replies

Sign In or Register to comment.