I'm doing my basic block work in blender and creating my uv maps there. From there I'm taking it into zbrush to create my hi res details. I then export colour id maps from zbrush and hi/low poly versions of my mesh parts to take into xnormal for Normal and AO map creation. Then i bring it all into DDO but I'm getting results like the one shown below. Normal maps dont seem to be working correctly and my AO maps seem to be screwed up... I thought xnormal exported things in a DDO happy way ?
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