I replicate this too, and even tried every tspace in Handplane as well as Xnormal and Substance bakes and they all come out wrong. Unfortunately I don't think this will get a clearer answer without contacting them.
Note that if the format you use support tangent space export, we will keep your tangent spaces. Otherwise, provided that you exported some UVs, we will generate the tangents.
I replicate this too, and even tried every tspace in Handplane as well as Xnormal and Substance bakes and they all come out wrong. Unfortunately I don't think this will get a clearer answer without contacting them.
Note that if the format you use support tangent space export, we will keep your tangent spaces. Otherwise, provided that you exported some UVs, we will generate the tangents.
I dont think that this is hard to make open source code to be WebGL. Maybe if many of us will write to support and give them some handy links (like mine) they solve problem faster.
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NM can be anyhow compressed/dithered, but it should always be correct in terms of shading.
This quote from a staff member is the closest I got:
Note that if the format you use support tangent space export, we will keep your tangent spaces. Otherwise, provided that you exported some UVs, we will generate the tangents.
Same quote is also here:
https://help.sketchfab.com/hc/en-us/articles/211714583-Tangent-Space-and-Normal-Maps
Some time ago we tryed to bring MIKKTSPACE in JME:
https://hub.jmonkeyengine.org/t/normal-map-shading-problems/34947
I dont think that this is hard to make open source code to be WebGL. Maybe if many of us will write to support and give them some handy links (like mine) they solve problem faster.