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To save a normal map in Maya, you apply it to the bump channel and select tangent space or object space normal map. Maya is then supposed to treat the bump map as a normal map:

http://download.autodesk.com/us/...htm,topicNumber=d0e500980
also look for “Viewing tangent space or object space normal maps” in help. I can’t make a direct link for some reason.
However, the FBX exporter does not assign the texture to the normal map type KFbxSurfaceMaterial::sNormalMap (it’s still in KFbxSurfaceMaterial::sBump)
and there does not seem to be a way to tell what type of map it is (bump/tangent space/object space).
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