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
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.
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.
there is a setting to bake for max also...
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 .