Hey guys, I am baking some lines and panels onto an airplane model, but I have hit the wall. When i re-import my normal map into max, i get these errors as if the normals are flipped or something.
I use the default settings in the max exporter and dont use an external cage file, + "average normals" in the options of the high definition mesh in Xnormal (or the map turns red and orange) The lowpoly has ONE smoothing group btw.
Below is the exploded high and low poly mesh
Any help is much appreciated !
Replies
Alternatively, you can flip the green channel in Max's normal bump node as well.
On a side note, I'd highly suggest straightening out your UV shells. You'll get a lot of aliasing on your panels using slanted UV islands.
Try disabling Gamma/Lut correction in rendering>Gamma/Lut setup.
iirc you'll have to re-import the normal map after disabling.
Method in normal bump node should be set to Tangent (it's the default so I don't think this is the problem)
People have also had trouble with .png and .tga files importing their own gamma profiles into Max, not sure what causes that as it never happened to me, so you can try a .bmp if the issue remains.
@Synaesthesia Do you have an example of what you mean with straightening uvw shells ? I take it its not the same as pelt/relaxing uvws.
@huffer Something like this?