Hey guys, I have thoroughly confused myself with the fbx export from blender to ue4:
Is there any benefit to exporting binormals and tangent vectors?
If my vertex to face normals are perfect, do I need to worry about them at all?
From what I understand mikktspace works them out from the vertex normals, so why would I ever edit or export them?
Sorry for being a noob but this is really bothering me.
A lot of game artists manually manipulate vertex normals to give a more ideal look with less polygons… This is usually for objects which have shade smooth enabled but are giving weirdness on bevelled edges.
Yeah, that’s what I meant, sorry if I wasn’t clear. I have manipulated the vertex normals, I mean as long as those vertex normals are fine, do I need to export the binormals and tangent vectors?
Yeah, that’s what I meant, sorry if I wasn’t clear. I have manipulated the vertex normals, I mean as long as those vertex normals are fine, do I need to export the binormals and tangent vectors?