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Morpher breaks tangent space

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pixeldamage polycounter lvl 14
After being extremely careful to minimize normal maps seams going via 3dsmax>Xnormal>Unity3D (using SGs etc) I noticed this morning a sudden appearance of seams again. After some investigating I've found that by simply adding a Morpher modifier (eve without any morph targets) to an object - prior to export - the tangent space is immediately broken on import to Unity.

Whilst I appreciate I could use the Morpher and then rebake all the maps, or just not use it - I was wondering if there's a way to use Morphs without destorying tangent space?

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