As Alec wrote it, our modifier uses 3 uvw channels to put the tangent space data there and read that in the shader. So it's perfectly doable. It is also doable to make max render normalmaps into a different tangent space. If your studio is already a 3point customer I'd be fine to share some source code and directions on…
Crazybutcher wrote the 3point shader so he is probably best to explain how they did it. My understanding is that they have a max modifier that creates its own tangent basis and copies those tangents into another mesh channel. Their shader reads those tangents instead of the original mesh tangents. My concern is that while…
I'm (painfully) aware of the render vs baking aspect but I believe I'll be able to do something with xnormal in that respect. We're not in a position to change the engine since it's already public and in use on an awful lot of devices wth an awful lot of content so our only recourse is to make changes to the art pipeline.…