Conventions

Summary Table

Blender 3ds Max Maya glTF Verge3D
Coordinate System
X - right, Y - far, Z - up X - right, Y - up, Z - near (OpenGL)
2D Textures (UV)
(0, 0) bottom left corner ? (0, 0) upper left corner (0, 0) upper left corner
Image/Video/Canvas and disabled flipping
Normal Map
R [0, 255] - X [-1, 1]
G [0, 255] - Y [-1, 1]
B [0, 255] - Z [0, 1]
X - right, Y - up, Z - near (OpenGL)
R [?, ?] - X [?, ?]
G [?, ?] - Y [?, ?]
B [?, ?] - Z [?, ?]
X - right, Y - down, Z - near (DirectX)
R [?, ?] - X [?, ?]
G [?, ?] - Y [?, ?]
B [?, ?] - Z [?, ?]
X - right, Y - up, Z - near (OpenGL)
R [0, 255] - X [-1, 1]
G [0, 255] - Y [-1, 1]
B [128, 255] - Z [1/255, 1]
X - right, Y - up, Z - near (OpenGL)
?
Cube Map
| Left -X | Back -Y | Right +X |
| Down -Z | Up +Z | Forward +Y |
? ? ? OpenGL:
0 GL_TEXTURE_CUBE_MAP_POSITIVE_X
1 GL_TEXTURE_CUBE_MAP_NEGATIVE_X
2 GL_TEXTURE_CUBE_MAP_POSITIVE_Y
3 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
4 GL_TEXTURE_CUBE_MAP_POSITIVE_Z
5 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
... with +X and -X swapped
Equirectangular Map
? ? ? Generic 2D texture ?

References

Normal Maps