yea after reading some more into this I found some weirdness and solutions to it. the major being that for some reason when you have your project set to defered lighting, and shader model 2 and you export lets just say a box 2 smoothing groups and a normal map etc baked, and you export that as a FBX when it imports it in…
Hey, This is awesome, thanks for this. =] I was wondering if the Unity guys ever released their tangent basis that they use or is what you have a super close "guess" that looks ok 99% of the time. -edit- Actually... never mind, just checked out your blog post where it says the unity guys released the source code.
Well, I worked up a Maya tangent basis calculator as well as I could based on the code here: http://download.autodesk.com/us/maya/2011help/index.html?url=./files/Appendix_A_Tangent_and_binormal_vectors.htm,topicNumber=d0e227193. It seems to give vastly different results to Unity's method, so I suspect it's not using that.…
Sorry this took so long, the Visual Studio project ended up with wrong settings somehow having set it up in 2008 rather than Enterprise but I finally sorted it out (it's all complete jargon to me). Also discovered the versions I'd released previously were still in unoptimised debug mode, so hopefully this'll be a little…