XNormal: Do I need to Swap XYZ Values?
Firstly well done on creating XNormal.
Its a great application. I've heard many great things and so I've just started to work XNormal in my texture work flow so excuse the basics of this question.
On the attached image I posted my normal map render and obviously things are a bit wrong. I'm guessing it has calculated the wrong co-ordinates. i.e the XYZ needs swapping etc. (This is why I've tested with a basic Dice when I came across the problem with more complicated models)
Z looks Ok because the "1" and "6" came out okay on the Dice (In 3DsMax X is up so Im guessing I just need to swap the Y and X values)
Is this correct , and if so how can I change it ? I've noticed from your flash Tutorial of the XNormal interface you had the option in an older version. Do I have to do this in 3DsMax now?