I did the "local space" to "custom tangent space" conversion, for the reason that local space will be the same for all (unless uv-sampling interpolants are also different in scanline). Then you can transform the normal into your custom space... ideally you would do this with high precision local normals... but anyway from…
that's not true, you can have animated local-space normal maps just fine, even organic deformations (BF2 used this). I think this myth will prevail so, no matter how often people state the opposite. Think about this, if you lighting happens in world space, then you must turn your tangent-space normal to world-space to do…
@eld: some more discussion around the topic (local vs tangent) was in this thread http://boards.polycount.net/showthread.php?t=60694, if you want to I can walk you (or anyone else) through the math involved
Qualified normals are what Autodesk is calling their fixed viewport normal map rendering. To enable it you add: [ViewportNormalMapping] ViewportNormalMappingType=Qualified to you 3dsmax.ini which is found at "\Users\UserName\AppData\Local\Autodesk\3dsmax\3dsmax 2011 or 2012\enu" If you are on 2012 you also must be running…
I can't post that example its under NDA :) The texture has changed from the OS map generated by max, but doesn't match the tangent map from maya, it's still very object-y looking. I'm not going to plough any more time into fiddling with this at the moment, I want to press on with the production work instead, confident that…