On import, check the calibration profile to be UE4. That'll flip the Y channel of your normal map to +Y for DDO, and it'll flip it back to what you imported originally on export if you check the UE4 profile in the exporter.
In order to make working with NDO easier you should work with +Y and when you are done and want to put it in UE4 simply flip Y. That's what I usually do at least. :)
Ahh okay. So the idea is that if you are importing a normal with a flipped -Y. Check the flip Y option in NDO to bring it to +Y, then work with it, and convert back when all said and done. I will try that and see how it goes, thanks guys! Still, my screenshots above don't make much sense, or is that how it's technically…
Okay, started from scratch. Baked my normal map in xnormal with a +Y orientation. Brought it directly into NDO and did not flip any channels. The groove around the grate is at an up slant, but in 3DO appears to be down. The opposite happens when I have it at a down slant. I flipped the Y channel to -Y and exported into…
This has been frustrating me. I baked a normal map in Substance Designer with flipped Y orientation. Then I brought that normal into NDO, and did NOT flip the Y channel, because that would flip it to +Y which is not for UE4. Now my question is, when I'm adding shapes/bevels, because my Y is negative, does that mean any…