Normal Mapping: Torque3D Tangent Basis
by Greg G · in Torque 3D Professional · 01/26/2010 (2:14 pm) · 1 replies
It is my understanding that if the tangent basis used by a game engine does not match those used by the software to bake a normal map you will get shading errors.
How is the tangent basis calculated in Torque3D? I am currently using Xnormal to bake everything and have noticed some shading problems when importing my normal maps.
Is there any documentation of official supported bakers?
How is the tangent basis calculated in Torque3D? I am currently using Xnormal to bake everything and have noticed some shading problems when importing my normal maps.
Is there any documentation of official supported bakers?
Torque 3D Owner Pat Wilson