NM Textures (Normal Maps) - Ezekial711/MonsterHunterWorldModding GitHub Wiki
This is a Normal Map Texture:
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It creates depth on textures without having to add vertices. This is a great way to add detail to your model. You can make blank normal maps by not selecting things through higher poly models and baking a texture in blender for it.
This is what some of the normal map textures in MHW look like:
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This is a regular normal map with the blue channel blacked out.
This is because the charging color, which dual blades use in demon mode, great sword uses when charging, bow uses when charging etc etc etc, those are all ties to the blue channel. So if you use a regular normal map like the first image, it will glow bright bright reddish white.
So if you have that issue, black out the blue channel of the normal map.
Monster Hunter World Normal Maps Y (Green Channel) settings.
MHW uses -Y normal maps, this is very important to know since it will greatly affect the model surface details rendered in the game.
If you have the wrong type of Normal Map generated by either the software you textured your model with, or an original imported texture from a port, you can simply select the Green Channel of the Normal Map image on Photoshop and invert it's colors (Ctrl+i). Just make sure that the surface is pointing outwards and not inwards (or the Cyan shading displays from top to bottom on the surface and not the other way around).
Normal Map Settings for DDS Exporting
While it was previously mentioned how blacking out the Normal Map Texture works, exporting into these settings will automatically remove the Blue Channel of any Normal Map. The texture gets compressed for MHW.
Credit to Ezekial, Asterisk and Akkokoro