hmm i dont understand. wouldn't model space be inherently really different from world space? (relitive to the model, as opposed to relative to the world?)
Object and world space normal maps are generated the same way, each axis is represented by a color so the top button left right front and back all have a different color. Object space just means the engine can keep track of rotations on the model so it will still light correctly after rotations. They are the same thing, just implemented differently. They should look exactly the same if you bake each one out on the same model.
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To do that you'll need to transform the normal data into world space by matrix multiplication.
so something like this
http://forum.unity3d.com/threads/97942-Cannot-get-worldnormal-in-surf-shader