I’ve been able to paint the object space map… but the conversion in UE is killing me - you notice the crazy artifacts in the images. Tried a few simple things… any help would be greatly appreciated!!
I’ve found this formula Tg→ N = 0.5 + [ Tg→ ⋅ N → o b j (N → × T g →) ⋅ N o b j N → ⋅ N → o b j] / 2
And attempted to replicate it through the mat editor… not great at math here…
Hi there! I have found that using xNormal to convert the world space to tangent space has been pretty effective. What I have yet to find a solution to is how to handle flat surfaces. Nothing seems to like adding any sort of color variation to the world space normals when trying to convert to tangent space.
xNormal has a tool that allows you to select your mesh and the world space normal, and use these to convert your texture map to tangent space