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)
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…
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…
Ok I will try as x+ y- and z+ ... my settig was with the y+ ... and I meant by rotating to swap the channels that result in a normal map orientation rotation ingame .
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…
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+.