Game Development Community

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?

#1
01/26/2010 (3:55 pm)
The important bit of it is the green channel, which corisponds to the Y component of the normal. Torque3D uses DirectX style normal maps, Xnormal is likely baking in GL style. There should be an option (I don't know what it is called) but what you want to do is invert the green channel, and that should fix the problems you are seeing.