Tangent-space normal map relies on the vertex normals, but object-space does not. If you want to use the former, you will need to adjust the topology of the low-res model. Moving some verts around can help, subdividing/chamfering can also help.
the tangentspace is made of three per-vertex vectors (think axis) normal, tangent, bitangent if tangentsapce of "baker" and "runtime shader" dont match, you will have errors... creating the tangentsapce is typically done by engine (and/or its tools). Xnormal supports adding custom tangentsapce generators to make sure…
Also remember that unreal does respect smoothing groups / hard edges in its default import options. Not for all formats if I remember properly, but definitely for its PSK format. The other option there if you are exporting to PSK is to turn off "Bake Smoothing Groups" in the options for the ActorX export plugin. That…
I apologize if this has been answered elsewhere in the forums. I read through the pinned normal map thread but I didn't see anything that explicitly addressed my issue. I have a model that I have been trying to normal map for awhile now but I keep on seeing what appears to be [FONT=verdana, arial][FONT=verdana,…
Thanks for the reply. So would it be safe to say that tangent space normal maps combine per-vertex shading and the normal map shading? Also, I finally did get the exact result I wanted with TANGENT SPACE normal maps inside xNormal. However I am completely unable to re-produce the effect inside unreal3 with the exact same…
Okay, here is an image of the high and low mesh. Also, I loaded ONLY the model up in Unreal 3. With the default material on it I can see the exact same shading problem. So that suggest to me that it has NOTHING to do with my map, and you can indeed see some of the faceting of the model with tangent space normal maps just…
Offhand, I can think of a few things things that might cause this sort of problem. Possibility #1: It could be that your rendering program and your map-baking program used a slightly different method to calculate tangent space, and ended up with slightly different results. To test this possibility, apply a flat blue…