well I baked a normalmap. But after exporting to a different engine, the normalmap looks inverted. And now every hill looks shaded like a pit. Is there a way to fix this in blender?
Thanks in advance for any answer
no, i think there is no way, i’ve the same problem to export in udk, so i use or gimp or xNormal directly. if you are baking from texture try to invert the normal value in the textrue panel. i.e if you set it to 1 set it -1, this should work for texture, instead for hi poly geometry baking i think there is no way
Duuudee!! Yeah xNormal is just what I needed. I hope it works. Thank you so much