Alright people, I've got textures in my UDK environment that I was not sure were displaying normal maps properly. I use Xnormal for the majority of my baking, which by default (for me at least) is set to X+ Y+ Z+. I always import my normal maps into UDK as TC_Normalmap for compression settings.
I tried re-importing one of my materials' normal maps with the green channel inverted this time, and it made quite a noticeable difference. I just want to confirm with you guys that UDK requires a normal map configuration of X+ Y- Z+, because, I have read many forum threads on this for the past hour or so and am finding different results.
One person on the UDK forums says "Yes, UDK does need the Y channel flipped. You can do this when importing your normal map into UDK, one of the checkboxes should be labelled something like "Flip Green Channel"."
Then I read another thread and someone basically says the opposite.
What's the deal here? Should all programs that you bake normal maps in for UDK be configured to Y-? And if that's not the case, flip the Y upon import obviously?
Replies
xNormal can set the normal tangent space to have -Y.
And yes, you can hit the checkbox when importing a normal map texture to invert the Y if the normal does not look right.