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)
Replies
Perfect and most fastest way is to use xNormal. In Tools section there is Object/Tangent Space converter.
Simply plug in your lowpoly mesh, the new normal map and specify where you want the new, updated object space normal to be saved. You can also do it the other way around - object space to tangent space, if you need that.