Different apps seem to handle it differently. For example i think for both max and XN the normals will render fine, but AO will bug out. In maya normals will rendered wonked if you dont offset.
Just making sure here, but when you baked the normal map in Mudbox and imported it in Maya did you change the Bump2D node's setting "Use as:" from "Bump" to "Tangent space"? When baking the Normal Map in Maya with Transfer Maps it will by default create a new lambert material for you and hook up the normal map to the…
Here's a link to the zip file containing a Maya file and the OBJ -- whichever you need. http://www.impdragon.com/lymillerModel.zip Unless you mean for me to post images -- that I can do too. Let me know.
I think it would help people troubleshoot your problem if you went into more detail about the steps you took to get what you got. did you unwrap the model in maya before bringing it into mudbox?
Thanks, guys. :) Let me try to respond to all of you... I had exported the model from Maya (where it was modeled) to unwrap in Max (I'm better in Max and figured I'd save time.) I made sure to export quads and not tris. The images shown I tried creating the normal map straight from Mudbox. The first image (with the black…
On a side note, in case I was unclear, the initial post was when I tried exporting the normal map from Mudbox. The image from the post I just made is the other technique of baking the normal map from Maya. I hope that wasn't confusing.
First off, is that a render or a viewport grab in that first shot? Maya's software renderer treats normal maps as bump maps by default, with results similar to what I'm seeing there. If you want to view the normal map, set the viewport to "high quality" to see it in realtime.