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Tangent Space Normal problem

Hi there! This is my first post here in the polycount forum but I've been following and going through this site for quite a long time now :) Anyway,

I'm running into a Normal Map problem. The normals are all facing the proper direction but somehow I'm getting this weird problem whenever I set the normal to tangent space normal in Maya, it somehow gets, flipped? I tried flipping the R and G in photoshop but the prob still won't disappear. I've encountered a similar problem before and was not able to solve it I do wish I'll be able to solve it now

prob02_zpsf3ceb26c.jpg
prob_zps1c39f910.jpg

The normals came from Zbrush my settings are Tangent, Adaptive, SmoothUV and SNormals

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