Member bngames Posted June 22, 2013 Member Report Share Posted June 22, 2013 Hi Please add Unity tangent basis for normal map baking like the following plugin for xNormal http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/ It would help in game dev Another company is going to do this, can't say who!!! After Unity add UDK PLEASE, PLEASE, PLEASE what my normal maps to look right in Unity! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 22, 2013 Report Share Posted June 22, 2013 I found this ---------------------- Aras Unity Graphics Developer Look at UnityCG.cginc file (in Unity.app/Contents/CGIncludes). It contains a helper macro named TANGENT_SPACE_ROTATION that builds a 3x3 matrix from vertex normal and tangent.In Unity vertices supply normals (float3) and tangents (float4; xyz is the tangent vector and w is either +1 or -1; to determine the direction of binormal). Binormal is the cross product of normal and tangent, multiplied by tangent.w. The tangent matrix then is tangent, binormal and normal vectors as the axes. http://forum.unity3d.com/threads/5186-Tangent-space ------------------------ Quote Link to comment Share on other sites More sharing options...
Member bngames Posted June 22, 2013 Author Member Report Share Posted June 22, 2013 (edited) Cool find - now Andrew needs to add this to the normal baking tool inside 3D-Coat V4 He could do this in a few hours - he's a great programmer Edited June 22, 2013 by bngames Quote Link to comment Share on other sites More sharing options...
Member Thomas P. Posted June 22, 2013 Member Report Share Posted June 22, 2013 This would indeed be a cool thing to add. +1 Quote Link to comment Share on other sites More sharing options...
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