why are you rotating channels to begin with ? 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)
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…
the default settings to my xnormal is x+ y+ z+ ... 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…
Seems strange to swap those channels, but you should be able to bake directly to that format by going to normal map options in xNormal and setting the Swizzle coordinates to Y+ X+ Z+.