I am having some issues with channels innormal maps in xnormal , and skyrim compatibility , seesm that for some reason skyrim wants the green channel in place of the red and viceversa , how can I sed this up to be done in xnormal without passing for photoshop work ?
Rotate 90 CCW (inverted Y): Rotates current normal map layer 90 degrees counter-clockwise and fixes your red and green channels so that it doesn't break your normal map. For normal maps that use the inverted Y convention.
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as James mentioned already, use Y+ X+ Z+
default maya coordinates are:
R = X+
G = Y+
B = Z+
so if you swap R channel with G channel then you swap Y and X accordingly.
you need
R = Y+
G = X+
B = Z+
this is where the settings are (screenshot shows setting for Max)
The reason why I need to rotate the green and red channel swapping them is because in skyrim the snow cumulates according to the normal map as procedurally generated I guess , anyway as is now the normal maps I create make the snow cumulate from left to right , swapping counterclock wise instead fixes the problem , I have used the Actionscript for PS listed here ..
http://tech-artists.org/wiki/Normal_Map bottom of the page ...
but I would like to fix at the font ...
i am confused, are you rotating the channels manually OR are you swapping the channels ?
those are completely two different actions.
swapping channels makes sense, but rotating channels manually does not make sense since it wont match UV.
well, did you try setting it to y+ x+ z+ and see if it works (without any manual swapping)?
may be you are not reading carefully because y+ x+ z+ is not the same as x+ y+ z+