In Maya and Zbrush the Normalmap looks fine in my XNA - Applikation there are parts mirrored: //Deklaration und Initialisierung#define MaxBones 59 //setzt die Maximale Anzahl der verwendeten Bones festfloat4x4 Bones[MaxBones];float4x4 View;float4x4 Projection;float3 lightDir1 = float3(1,1,1);float3 lightDir2 =…
I tried to use a custom shader in fx composer and also there the normal map looks fine with an other preset hlsl normal shader: when its right in maya (but its openGL) and right in fx composer (with directX), there should be a way to correct this within my shader.fx file. But unfortunately i very new to shader programming…
I thought i solved the problem in setting the right lightdirections in the shader. I implemented a chaseing cam, but now i realised that if i moving my char in the positive z direction. after passing the cam in positive z space the normals for some parts are flipped. If i move my char back towards the origin and in…
i can´t flip the uvs anymore. because i then i had to do all the baking, skinning, weighting, animation new. In Maya the Normals are all facing the in the same direction, but i rotated some pieces in the normalmap. like you can see here: http://www.d-mack.de/tmp/tmpPics/thesisWIP/XNA_NormalProblem01c.jpg[/img] I´am new to…