I meant where you have a difficult binormal situation, like the poles of a sphere. Another problem spot, where you have a seam that in geometry space shares the same line of vertices, but in UV space the two edges are perpendicular to one another. Looks like your solution is coming along well. Lighting is an improvement,…
Well, we have to recreate them, we don't export those from Max. We have some cool blending code that apparently requires more intense tangent calculations. But anyhow, even if you export the tangents that Max creates, you still have trouble wrapping a 2D flow across a 3D surface. You're going to have to have some seams…