I'm currently looking to bake normals and my standard diffuse to a single texture, as the engine I'm working with doesn't currently support normals. (not yet anyways) I would use 3DS Max for this, but I don't feel like re-rendering my normals from Xnormal, and it treats Xnormal's tangents really strange. what would be a good way to do this?
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Also, you could setup a photoshop action to take the individual channel data (red, green, blue) of the normal, and paste them over the diffuse as a shading layer.
this would be an ideal solution, actually. are there any known tutorials for doing this?
it's not the channels, it's mostly that I don't want the normals re-rendered. The normals from Xnormal render strangely in Max, as well. I think it's simply an issue of how they render them between the two.