9.5.2

Table Of Contents
668 CHAPTER 13
RENDERING RENDER MENU 669
When deciding on which method to use, inform yourself with which method
the game engine or the application within which you want to use the normals
map works. If you want to use CINEMA 4D’s normal map, make sure you dene
the exact settings that you used in the “Normals” material channel when you
created your normal map. You will nd the same settings in the material
channel as you have here.
Flip X (red) / Flip Y (green) / Flip Z (blue) / Swap Y & Z (Y up)
Since there is no standard way of generating Normal textures, several methods are possible:
Sometimes the color green, sometimes the color blue is used for the Y-direction. Here you can switch
between colors for a better orientation.
UV Map
With this option active, this head’s UV mesh will be baked as shown on the right.
This UV map lets you visualize your texture’s UV-assignment: Those texture areas with UV polygons
assigned will be green, the Pixel Border (“Tag” tab’s Pixel Border setting) red, and other texture areas
white.