FBX is just fine. Make sure, that your normal map has G flipped in Max. We have 
numerous transactions between Soft and Max without any serious issue, if you 
keep in mind that Max should use the green channel flipped.

Cheers


Szabolcs

From: [email protected] 
[mailto:[email protected]] On Behalf Of Nuno Conceicao
Sent: Monday, August 12, 2013 7:04 PM
To: [email protected]; [email protected]
Subject: Re: Soft to 3DMax - normal map with Tangent not going through to Max

no clue about the Max side of things, but have u tried .xsi (crosswalk) instead 
of FBX? You might be more lucky with that

On Mon, Aug 12, 2013 at 4:07 PM, Darren Blencowe | VA 
<[email protected]<mailto:[email protected]>> wrote:
Uhm my thread was buried in a *test* :(   - anyone!?


Hi Folks,

In soft 2013sp1, I've got a model with a normal map on it, in tangent space.
I exported the FBX and read it into Max.
The normal map appears to not work if set to Tangent, but it does if set to 
Local xyz.

The model will ultimately be going into a game engine, and it has to work in 
Tangent.

In Soft, I just add a Tangent property to the object.
How do I set the object to work in Tangent Space in Max?

Any pointers or help if there are known issues or ping me off list for help on 
the Max side would be fab!

Cheers,

D.




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