if the 2 channels were normalized befor import, the shader can do very simple math you can implement with nodes to reconstruct the blue channel. very simple in udk, there may even be an easier way with one of the new material functions. EDIT: Oops, NVM, I thought you were talking about how the save memory by removing the…
Yes. Lets flip that around, you want to leave all the people who use Max or Maya hanging? These are real user bases we're talking here, that make up the vast majority of the games industry. Xnormal has a custom tangent loader, it can easily load a max/maya centric Marmoset Toolbag tangent space. Lets just look at it from a…
Hey mLichy, I think you're confusing the method that we're discussing with the method some have used already where they use a derivative map texture but they are using it almost the same way as with normal maps where per vertex tangents are used to achieve perturbation. See insomniacs presentation here -->…