ZBrushCentral

HELPpls! max > zbrush > normal map > green and blue channel flip why??? (HL2dm)

Hi there!

Im have a little problem:
Im a max user and i created a character for later use in a game (hl2 deathmatch, (i hope i will finish this soon)).
I put it to Zbrush to add more detail for normal map and for texturing.
My problem is with the way the normal map is generated. the blue and green channels are switched in normal map export, and of course its get lightning weird (I created a normal map in max for reference it was good, i swithed the zbrush normal’s green and blue in photoshop and its became correct).
there is a lot of options in i/e preferences and in zmapper but only red and green can be switched.
Could it be the an axis problem? am i imported the .obj incorrectly flipped axes? (i tryed an other way imported but same channel order…)

  1. what is the difference between tangent space and world space? which one is used in games more?

  2. any idea hl2 engine handles more than one (3xeach) 1024x1024 textures normals and specular maps?
    I would be happy with someone hwo have ever created working char in dl2 deathmatch!!! :smiley:

Help me please!:slight_smile:
And sorry for my english!!! :smiley:
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