Well, generally, tangent normals are used when the object is to be animated and object normals used when its a world object,where theres no need for animation. But i believe alot of people including EQ used object normal maps when we had that FPS weapon competition....So that begs the question....to WHAT extent does the…
Incorrect. One of the battle field games used object space maps for their *characters*. There aren't any problems animating/deforming object space maps, its a pretty common misconception tho. I think the shader may be a *slight* bit more complex to do so, but rendering a object space map is actually a little less complex…
Ah so the line is usually crossed from object to tanget if there's ANY possibilty of "organic" defomation? For example, if you had a hand model. and you had to have fingers rotate in the horizontal plane, will it be possible/beter to use object space? but the vertical and horizontal deformations would be the same thing…
Why not just use tangent space...? I know that may sound like a half arsed answer, but if you plan on animating this weapon it will make life a little easier...?
So animating an object with object space is pretty much the same as is with tanget space (leaving out the shader complexity ofcourse). Wonder why this misconception is so widespread (must be like the "triangles screw everythign up in zbrush" issue lagging on), people must have just heard about it and never actually tried…
Do you have any more info on using object space maps on deformable objects? Wouldn't you still need to know the surface tangent in order to render it correctly? At least Maya can render object space normals on transformed objects in the viewport.
hi all, I've been trying to display object space normal maps in 3DS max 2009. It's not as easy as it sounds. the images are of the same model with standard shader. They have spec, diffuse, and normals. in viewport. in render. So I'm inclined to think there's something wrong with my object space normals, but why would they…