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Normal maps from max to maya?

polycounter lvl 6
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dragonikus polycounter lvl 6
Anybody can tell me, whether it is possible to correctly using Normal maps rendered in Max RTT (scanline, mental, vray etc.) in Maya without glitches... Smoothing groups, incorrect exporters - where problems? Or its impossible?

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  • Daelus
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    I don't know if there's anything else to take into account, but the first problem is that the green channel (I think it's the green) would have to be flipped first. Can either build it into a shader in Maya with a reverse node for the normal's green channel, or just invert it in photoshop. And that is the extent of my 3ds max trouble shooting knowledge. :poly122:
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Maya's baking solution is build around Maya, so you will get next to perfect results with that workflow (especially when tangents come into play).

    Max, while it could work in Maya, it's not advisable. Baking in Max is kinda of a mess, even internally, so if you have access to Maya right of the bat, please, save yourself alot of headache and just bake it in Maya.
  • dragonikus
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    dragonikus polycounter lvl 6
    Thanks Daelus, Ace-Angel!
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