hi
I baked tangetspace normals out of xnormal at x+ Y- Z+ and they seem to work in 3DS max and Xnormal model viewer.
I tried loading the same model into marmoset toolbag and it looks like a channel is flipped. What swizzle coordinates should I use for marmoset?
Is there a way to change the light direction in Marmoset?
thanks. I went through the marmoset masterthread but couldn't find what i needed.
thanks.
Replies
2. press shift and click/move the mouse
3. why don't you ask in the masterthread? thought thats what its for...
EarthQuake said Marmoset follows Maya standards, which I'd like to know. In my experience it works with plain X+ Y+ Z+. I may be wrong but results seem right. I hope someone can confirm.
I usually bake with every axis positive, then use the "Flip green channel" checker in 3ds Max.
Neox: Thanks, I'll remember to ask there next time. Wasn't sure about the protocol before, but now I know. Thanks for helping me with the problem though!
SyncViewS: Interesting. I'm not familiar with Maya's settings, but it's good to know that someone keeps it simple as x+ Y+ Z+ ahahaha. thanks for the info!
thanks guys!