Okey, i thought it was the same thing local and object since you check local when you bake object space in 3ds max. :) And also a alternative to convert a tangent normalmap from one engine to another would be great.
You mean object space, local space is actually another word for tangent space(see: idtech). But you're right, object space normals can't be mirrored unless you have a special shader set up to do it correctly. Rotating your mesh(in your 3d app), or creating rotated instances doesn't work even if you have a shader that works…
Hey guys, I just gave this tool a go. I tried to go from Maya to Unity, but I ran into some problems. On the plus side, it certainly cleaned up some of the problems I was facing. On the down side, it introduced some other, much more tragic problems. Here is the object space normal map I started with: Here is the tangent…