I have 3ds max 2017.
i wanted to bake high poly into low poly, so i exported both as .obj (xnornal plugin does not work in 3ds max 2017).
After baking I came back to 3ds max to apply normal map to material (normal bump).
The problem is that map from xnormal doesnt work correctly in 3ds max (both viewport and renderer). It renders black faces and weird shading (it looks like some polys were flipped).
I tried flippng channels (both in normal bump and photoshop) but it didnt solve the problem.
I made normal maps also in 'render to texture' in 3ds max (changing nothing in low and high poly) and this one worked like a charm.
The strangest fact is that in marmoset toolbag both maps work in the same way (they are correct).
Any ideas what am i doing wrong? Or is it just some kind of bug?
Replies
Given the history of things I'd say its likely some odd MAX bug.
Also, as a general rule, preview your work in what your final target environment is, if at all possible.
It's useless to have something look spectacular in MAX yet terrible in Marmoset or Unreal, or whatever your endgame is.
I'll stick to marmoset preview to avoid this kind of bugs.