[Bf-committers] Object space normal map axis proposed change.

Andy metalliandy666 at googlemail.com
Fri Jun 14 11:16:13 CEST 2013


Yea, I think that this would also be a great idea. It would also good for the tangent space map too so that people can flip the green (Y+ to Y-) for when they are using game engines such as UDK or CryENGINE.

On 14 Jun 2013, at 09:58, Fredrik hansson <fredrikhansson_12345 at yahoo.com> wrote:

> a better option imo would be to give 3 small dropdown boxes under the object space selection or somewhere similar to the user where you can pick what goes where so you set it to match your target application
> 
> 
> 
> 
> ________________________________
> From: "Metalliandy666 at googlemail.com" <metalliandy666 at googlemail.com>
> To: "bf-committers at blender.org" <bf-committers at blender.org> 
> Sent: Friday, June 14, 2013 10:50 AM
> Subject: [Bf-committers] Object space normal map axis proposed change.
> 
> 
> Hy everyone,
> 
> I would like to propose a change the the axis configuration that is currently used when baking to object space normal maps. What does everyone think about changing it so that the axis matches the one for the tangent space normal maps (X+ Y+ Z+)? 
> Currently the OS maps use a very odd configuration so if anyone wants to use them in other applications, or as something like a selection/direction mask while texturing, they have to do some very complicated channel flipping and swapping within Photoshop which is confusing even to experienced users.
> 
> Cheers,
> 
> -Andy
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers


More information about the Bf-committers mailing list