If you have the same problem, disable 'Gamma/LUT Correction' under Customize>Preferences>Gamma & LUT.
_______________________________________________________________________________________________________________________Hello.
Recently I've come across cases where seeing a normal map within my viewport would be very useful, but for some reason the standard way of applying a normal to a mesh just doesn't work correctly for whatever reason. (Standard Material>Bump Input>Normal Bump>My Bitmap Normal Map + Enable 'Realistic Materials With Maps')
I've tried almost every combination of flipping and swapping various channels and changing the normal method but it just doesn't want to appear correctly. It's exported as a DirectX normal map, appears fine in everything other than Max.
Any help appreciated.
*Left is 3ds, Right is Substance Painter*
Replies
Either way, check if the Y channel (green) needs flipping. Different applications have different standards.
Max has the worst settings by default haha.
It's under configure viewports/visual style.
Oddly ugly smoothing seams to also return when the normal map is applied. This area specifically has completely flat shading (pic 3) but with the normal map it's almost as if vertex normals are reset, those ugly streaks aren't part of the normal map either.
I disabled the 'Gamma/LUT Correction' and it's much better. Still not perfect as I can see seams, I'll blame max for that, but it's good enough to work with.
Thank you!