My problem is that when I crate normal from selection via nDo2 it gives me result with flipped red channel. Sometimes its really hard to interpret normal map but I hope you will be able to know what I mean:
![RRH5R.png](http://i.imgur.com/RRH5R.png)
So here is normal. Only part I created with nDo is this indent.This is normal map with CORRECTED NORMAL MAP! With the arrows I try to show how I see normal map. Since those colours (right side; those were baked in max) represent downward slope from left to right (like in drawings in boxes ;p) I figure they should be same in this indent. Here I already switched red channel so they look ok. But right from nDo2 those vertical lines of the indent are switched. Why does it work like that ? Arrow 1 shows green channel which is fine. Arrow number 2 shows red channel.
Using 3ds max 2012 with nitrous.
Replies
Makes no difference like, as its all down to the program that renders the normal map anyway
I'm not saying its a standard, or that it even matters at all, because as long as the engine displays it the same, who cares, right? But when working with so many different assets in so many different engines with so many different programs, you get used to a certain way. For exampple, any id tech game, UE3, any Bethesda game like Skyrim, the COD games etc, they all use X+ Y- Z+. So its odd to see it the other way around, because your eye trains to seeing the normals as a 3d effect.
More red = surface points more to the right of the texture.
More green = surface points more to the bottom of the texture.
Both of those surfaces (the leftmost edge of your indent and the leftmost edge of your baked detail) are supposed to be pointing towards the right hand side of the image as they're both the sides of indents. therefore are both strongly red.