Hey guys I've been having a huge problem with every normal map I have baked to date. I'm fairly new to this stuff so I'm sure I must be missing something. Every normal map I bake, regardless of method used (Subdivision in zbrush or Cage in 3ds max and xnormal), ends up having the normal map completely flipped at the seams…
the color mismatch is totally correct as it calculates the orientation of the uv clusters into the tangent space normalmap, never judge a normalmap by how it looks when applied in the diffuse slot.
Thanks for checking rollin. Well that is interesting. You didn't change the normal map at all? Because when I look at the normal map on the model as a diffuse I can see where the colors mismatch at the seams. So max 2013 is missing a shader that corrects for the inconsistency at the seams? How would I fix this or would I…