I am so happy this out there now! I want to share a few things I have learned while demoing this to game companies the last few months.
First, world space normal maps are easy! However, you can not use them for models that rotate relative to the camera or deform.
Second, tangent space normal maps are a no-man’s land of various implementations and lack of any standarization.
Third, the key to correct tangent space normal maps depends on your settings in the Expert Pass 1 and Expert Pass 2 tabs in ZMapper. Because there are no standard settings and because every game engine and every software packages reads the blue, green and red of a normal map differently ZMapper includes all the settings you will need to get the right normal map for your final client (renderer).
One tip is to be previewing your normal map as an Object Space Normal Map until you need to final render it. By then you will be able to figure out the configuration needed for your final client.
Another tip: SEAMS IN YOUR NORMAL MAP (TEXTURE) ARE GOOD! Seams in your final render are bad!
ReplicA - there are no presets for Max 8. I would have liked to have gotten those done but Max changed their interpretations from Max 7 to 7.1 to 8 and it is difficult to track those changes. As a free plug-in we have to rely on the good-will of the community users to pull together and find some of these configurations for each other. I know this community is up to that challenge!
If you have established settings that work for you please share them in this thread.
Thanks to all our beta testers!!!
ryan