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Mudbox normals coming out upside down.

Hey guys,

I am new to mudbox and I have just realised after putting my normals into UDK they are upside down, so the shadows go upwards... which I have never heard of before :poly117:.

So is there any setup I should be doing in mudbox to fix the issue? I have tried looking around for options to fix it but I cant find any normal map XYZ options etc.

I have tried stupid things like throwing it in photoshop and using the Nvidia pluggin to try and reverse it, but alas that doesnt work :(.

Replies

  • m4dcow
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    m4dcow interpolator
    You probably want to invert the green channel, I don't know how to do that in mudcox, but there is an option in the UDK texture import dialog for just such a thing, or you can just do it in photoshop.
  • dirigible
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    dirigible polycounter lvl 8
    l.croxton wrote: »
    Hey guys,

    I am new to mudbox and I have just realised after putting my normals into UDK they are upside down, so the shadows go upwards... which I have never heard of before :poly117:.

    So is there any setup I should be doing in mudbox to fix the issue? I have tried looking around for options to fix it but I cant find any normal map XYZ options etc.

    I have tried stupid things like throwing it in photoshop and using the Nvidia pluggin to try and reverse it, but alas that doesnt work :(.

    Programs don't all use the same standards as other programs. The green channel of Normal Maps is one of those things, where half the programs want it one way, and half the programs want it the other way.

    It's a simple fix in photoshop. Just open your normal map texture, go to the green channel, and hit ctrl+i (inverse). Or make an invert layer and set it to only affect green channel.
  • Zepic
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    Zepic polycounter lvl 11
    Like dirigible said, crtl+i the green channel in photoshop.
    Make a note of all of your texturing programs as well, make sure they all have the Y axis set appropriately to what UDK uses. (Crazy Bump, NDO, XNormal etc) Sometimes one of these programs might have their Y channel flipped and you'll be all over the place by the time you're done editing your normals. Different engines have it set up differently.
  • oglu
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    oglu polycount lvl 666
    mudbox is baking for maya by default...
    there is a setting to bake for max also...
  • l.croxton
    Hey guys, thanks for the replies :), greatly appreciated.

    I thought it was a bit weird that Max normal export from mudbox came out green, but apperently as you guys say, its.... normal :P. Couldnt resist.

    Thanks again for your help for letting me know that I should check it for everything I use :).
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