Oh missed that, sorry =/ The example on the left (original) is an indent that was baked from a piece of geometry. It's as correct as you can get. The example on the right is the same map only rotated 180 degrees in photoshop, which because the way normal maps are calculated, causes the indent to reverse and pop out. I can…
That works if you're UV shell is aligned properly. If its up axis doesn't point toward the top of the normal map in Photoshop, then it will come out wrong on the model. I'm not going to bother installing nDO just to cook up an example but anyone who tries it will see what I'm talking about.
In max I would use spline text, then sweep a profile shape over the spline to create the indent. Or convert the text to poly and bevel/extrude it. I would be shocked if you can't do this in Maya. The trick is adding the lip that is perpendicular to the surface, and sloping + bevel the sides so they are captured by the…
you're not the only one lol, and ive learned quite a bit from this thread thanks guys, and thank you marine for the maya specific directions im going to have to try it, and mark these examples are phenomenal thank you for putting them together for me :) thanks everyone! i like it that im actually learning :D lol