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Hey there,
just wanted to point out one thing, since I've been struggling with this fo some time.
I'm modelling in 3dsmax nad texturing in Substance Painter.
I was constantly noticing that the Standard DirectX normal maps generated in Substance Painter aren't working well on my models in Skyrim.
Tried flipping X Y and Z all the time or switching to OpenGL - none helped.
What worked was rotating the UV "top" direction 90 degs counter clockwise and then inverting the red channel (illustration no 3 ).
But when I tried to rotate the UV back - it didn't work again.
I'm not that good at normals but anyone familiar with this behavior - has the UV "top" direction really be 90degs to the left?
Thanks :)
K.
13 comments
https://www.nexusmods.com/skyrim/mods/32084/
But i don't use substance painter...it's like too expensive.
i jus have blender..and well i did normalmaps from high poly to lowpoly like once o twice only...
I do know tht normalmapsi n skyrim must have a certain setting so stick with the one that works.
Foir example in xnormal you have to flip green channel.
Yup this tutorial is about doing what I tried to do the whole morning - to do a object-space normal. I also used xNormal but ended up with multiple errors since my 3dsmax exported fbx was generating some random normals.
Looks like you're right that there is a separate standard actually
I'm using 3ds since my daytime job is based on it, but I am far from loving it
if you wanna do obj space just boot up blender witht hese settings and then invert green i think
and that should be an obj space....but thats only used by character models,and not aarmors last time i checked.
https://www.nexusmods.com/oblivion/mods/42755/
And it's portable so it doesnt even need an installation.
i gueess you can find a quick guide for obj space normalmap everywhere on youtube given the interface is probably a mess for someone used to max,but in 2.8 you'll have no problems
Have an image of a comparison i took:
https://zzjay88.files.wordpress.com/2016/12/68950-0-1482263985.jpg?w=1440
I have no clue if it's somehow related to the way their normalmaps are built...or whatever...but recalculting vertex normals in blender fixed my issue for Witcher meshes...idk i it's of any help to you given it's just information i gathered up without proper knowledge