Vandrath Posted March 14, 2013 Share Posted March 14, 2013 As it says in the title, I am looking for the swizzle coordinates that Skyrims game engine uses for normal maps. In Xnormal they are called swizzle co-ords but im not sure if that terminology is used in other 3d programs like 3ds Max or Maya. If anyone knows, please let me know. Link to comment Share on other sites More sharing options...
Twizzler77 Posted March 14, 2013 Share Posted March 14, 2013 Hey Vandrath, Have you tried bringing in your normal map to see how it looks? Unless it's a special case, xNormal's default settings should work just fine for tangent space normal maps. Link to comment Share on other sites More sharing options...
Vandrath Posted March 14, 2013 Author Share Posted March 14, 2013 (edited) Ok thanks, I baked my normals with the default Xnormal settings and was just curious. Things brings up another question of mine. If the light looks inverted in game do i have to invert both the x and y channels or just one for the light to be cast correct? The reason i ask this is because im using Mudbox as well and taking advantage of its Bump map to normal map feature and I noticed that Mudbox's normals are inverted in the Skyrim engine. Is the solution to this problem to simply invert the channels or is it something else that im not seeing? Edited March 14, 2013 by Vandrath Link to comment Share on other sites More sharing options...
Twizzler77 Posted March 14, 2013 Share Posted March 14, 2013 Since normal maps render lighting from 3 vectors, you should only have to invert one of the channels unless you have some unique custom settings somewhere. If that doesn't work, I would try viewing the complete asset in a non-CK viewer (Marmoset Toolbag is excellent) to make sure the normals are baking correctly. If they are, then you know it's a texture setting somewhere in-engine. Link to comment Share on other sites More sharing options...
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