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
For example if I wanted to put an edge wear effect on the raised lip of the indentation, dDo would place it inside the actual indentation itself!
I also had similar issues in nDo2 where indentations inside nDo2 would appear as raised bumps in 3ds Max viewport.
Thank you both for the helpful hints, does this mean that when I want to preview in max I have to re-invert the green/Y Channel for it to display properly again?