Normal Maps for XNA with Ultimapper

Please note that support for Softimage Mod Tool for XNA has been discontinued.

I have uploaded a new video, showing the steps needed to generate a tangent space normal map with Ultimapper, and make it work with the HLSL effects supplied with the XNA add-on for Softimage.

When I was doing a test with Ultimapper and the XNA add-on effects, I faced some problems with the lighting computation due to the red and green components that seemed to be reversed, relatively to the tangent and binormal passed from the vertex shader to the pixel shader. In this video, I have decided to simply invert the tangent and the binormal in the vertex shader. Actually there are other ways to fix this issue: manually inverting the red and green components in a graphics software, or doing it in the pixel shader when the normal map is sampled. Reversing the components in the xsi_defaultvs.hlsl file means that all the effects based on this file will support the normal maps generated with Ultimapper.

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