I'm familiar with normal map baking for UE4, and I had to understand at my expenses the importance of synced workflow when making tangent space maps.
What xNormal algorithm does Unity use? Assuming xNormal can't, will handplane do the job?
Thank you very much, any help appreciated
Replies
www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/
Although Handplane will do just as well.
Thank you very much!