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Published on Oct 28, 2014
This is how I recommend dealing with situations where you need to rotate parts of your normal map. Please watch the previous episode, "Transferring Textures When UVs Change," if you're lost at the beginning. Basically, the idea is to duplicate your model, adjust the UVs on the duplicate, and then transfer the normal map using XNormal's Bake Base Texture.
Some other methods for rotating normal maps that may be worth checking out if you're curious:
Converting tangent space normals to world space and back again using XNormal. Basically the same process as mentioned in my video except you transfer from a world space normal map converted with XNormal.