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ANSWERED: Baking new object space normal map after work in 3DO

So I know how to bake normal maps and object space maps using Xnormal and 3DS Max. Project the higher poly model details onto the low poly.

Afterwards, I go into NDO and add more details.

So now that I have even more detail in my normal map, how do I bake a new object space normal map from that so I can use it in DDO?

Same goes for the other maps that NDO can generate, like AO and cavity maps. Those I guess I can blend together with the base AO map generated earlier.

But the object space normal map is still a mystery to me. Is there some workflow for converting a tangent space normal map into an object space normal map? It should be easy to derive that given a mesh and its tangent space map.

(If not, I think I might even be able to create a tool myself)

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