I have a 3d max model that I created normal maps for. I know how to display the normal map in max, but when I import the model into maya for rigging purposes I can't figure out how to display the normal map in maya. I'm sure it's not too hard, just haven't had as much experience with maya. Can anyone help me out?
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http://chrisholden.net/tutor/tutshellnorm.htm
I learned from the tutorial on Jeff Parrot's site.
but if you just want to check if texture stretching occurs during deformation, you could always put the normal map in as a color map in your shading network and for best visibility set the hardware texturing mode to overlay.
2. Turn on high quality rendering in the viewport.
Voila! No shader's needed for viewport.