Thanks!

That's what I though, but I was just assuming xNormal info was accurate.

nDo and the NVidia plugin only say "invert axis", not positive nor negative, 
just invert from the default settings without telling you what are the default 
settings. Since both have different results, I wasn't sure anymore how a Y 
positive would look like.

Thanks again

Martin
Sent from my iPhone

> On 2015/05/11, at 18:16, Graham Bell <[email protected]> wrote:
> 
> Nvidia would do the invert Y because that was how most game engines accepted 
> normal maps. The problem then was that different 3D packages didn't always 
> conform to this. 
> 
> What many do now is (depending on what they use, Maya/Max, etc) and to keep 
> maps consistent for the context, is generate the normal maps and then do the 
> invert to the Y green channel, in game. UE4 has setting to to this. xNormal 
> and nDo also have settings if you want to do the invert.
> 
>> On Fri, May 8, 2015 at 2:03 PM Martin Yara <[email protected]> wrote:
>> Hi, I have a really basic noob question, but after all these years I've 
>> realized that I'm not sure what I'm doing lol.
>> 
>> Years ago, all I was using for normal maps was the NVidia plugin and we had 
>> to flip the Y axis (check in "Invert Y"). It was somewhat common knowledge 
>> back then. And since it was looking good in the DDC and game viewer I used 
>> those settings.
>> 
>> Nowadays, I'm using xNormal and nDo, and I don't have to set anything to 
>> have similar results. But I just noticed that their preferences are in 
>> X+Y+Z+.
>> 
>> So, my question is, NVidia's plugin is flipping Y by default so I have to 
>> re-invert Y?
>> 
>> I've heard that Unreal engine requires to flip Y, so if I'm using NVidia 
>> plugin I should uncheck everything and have it by default? and if I'm using 
>> nDo or xNormal should I invert Y?
>> 
>> Thanks
>> 
>> Martin

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