ZBrushCentral

green channel war between max and maya

I have looked around for a quick answer to this problem but I haven’t found anything.

Ok. I need my normals to have the green channel flipped for Maya. Easy.

However once I have finished my model in Maya I need to export to the UNreal engine, which uses a different axis to Maya (Maya is Y up as things should be in 3D :slight_smile:

So Unreal is the same as Max in that the axis is basically different to Maya. This means that once my normals are baked in ZB I am stuck flipping channels in Photoshop in order that they work in the engine/Max. I need a quick shader fix for Maya to flip the green channel, does anyone know how to do this?

Apart from sarcastic comments such as ‘…why don’t you use Max.’ does anyone have a good workflow to fix this problem?

Thanks in advance

Did you ever find a solution? I’ve run into this now:/.