Hi guys,
I'm having trouble getting proper normal maps from xNormal, when I have opposite sides of a model sharing the UV space - I really thought that I had done this before without any problems, but now suddenly it doesn't seem to work.
So tell me, should it work? For example, you have a pair of shoes and you want them to use the same UV space - is it possible? I'm getting one shoe ok and the other with flipped normals (obviously)
Am I missing something or was I just imagining that it should work?
Replies
http://wiki.polycount.com/NormalMap#Mirroring
Disregard if you did...
I didn't remember that - but now I moved them.
But my normals are still wrong - the light is "mirrored". I moved them in the U axis -does it matter which axis you use?
I'm baking with xNormal and viewing it in Max. It is a tangent map.
The actual destination is Unity3D, but I haven't taken it there yet.