Alright, more info. As usual, here's a link to the files I'm working with. Conditions of these tests: 1) Object Space (OS) maps are baked in +X +Y +Z 2) Tangent Space (TS) maps are baked in +X -Y +Z 3) Software versions are xNormal v3.18.6.28468 and handplane v1.4.1 4) Using the following OBJ and FBX export settings: And…
They look normal to me if I flip the Y axis. Try that. Edit: Actually, yeah, what EQ says below. Throw it in the target engine with no diffuse, just the normal (certainly not the normal in the diffuse). It might be fine. If not... Well, flipping the Y worked for Maya and Toolbag.
What does the actual model look like with the map applied in the target engine? Looking at a normalmap in photoshop or applied as a diffuse texture isn't an accurate way to judge how well it is working.
Cross posting a bit from WAYWO. I used handplane for the normals on my latest prop. I rendered out tangent space normal maps for both Max and UDK. Used the Max ones for previewing while painting other textures and UDK ones for the final export. Any Photoshop tweeks were done for the UDK version and kept on layers so I…