Let me begin by saying that I truly hope that someone comes along and
shows me my error. Unless that happens, I will assume that my
conclusions are correct and I hope that the moderators will make this
thread sticky so that others may be saved the trouble that I have had.
MudBox DOES NOT KNOW HOW TO CREATE TANGENT SPACE MAPS CORRECTLY.
Based on my experience, there is no point in trying to make tangent
space maps in mudbox. You are better off understanding that tangent
space calculation is flawed, can't produce proper results, and you
should focus on doing what you can with world space or object space
mapping. It should be possible to create a program that can derive a
tangent space map from a world space or object space map, for a given
mesh object, so perhaps someone will be able to do this.
And now for the evidence:
Here we have three mesh objects which are identical, except for one thing.
[img]http://www.renderrob.com/venom-pics/evidence/3heads.jpg[/img]
They each have the same UV map, except one island has a different
orientation for each mesh.
mesh 1: [www.renderrob.com/venom-pics/evidence/UV1.jpg](http://www.renderrob.com/venom-pics/evidence/UV1.jpg)
mesh 2: [www.renderrob.com/venom-pics/evidence/UV2.jpg](http://www.renderrob.com/venom-pics/evidence/UV2.jpg)
mesh 3: [www.renderrob.com/venom-pics/evidence/UV3.jpg](http://www.renderrob.com/venom-pics/evidence/UV3.jpg)
Now we are going to bake a tangent space normal map for each mesh.
Here are screen shots of the resulting normal maps:
mesh 1: [www.renderrob.com/venom-pics/evidence/map1.jpg](http://www.renderrob.com/venom-pics/evidence/map1.jpg)
mesh 2: [www.renderrob.com/venom-pics/evidence/map2.jpg](http://www.renderrob.com/venom-pics/evidence/map2.jpg)
mesh 3: [www.renderrob.com/venom-pics/evidence/map3.jpg](http://www.renderrob.com/venom-pics/evidence/map3.jpg)
Here are the UV maps pasted together with the normal maps:
mesh 1:
[img]http://www.renderrob.com/venom-pics/evidence/maps1.jpg[/img]
mesh 2:
[img]http://www.renderrob.com/venom-pics/evidence/maps2.jpg[/img]
mesh 3:
[img]http://www.renderrob.com/venom-pics/evidence/maps3.jpg[/img]
Now lets look at our 3 mesh objects, each with it's designated normal
map. Since they were all baked in tangent space, each object with it's
texture should look identical:
[img]http://www.renderrob.com/venom-pics/evidence/3heads-textured.jpg[/img]
But they don't! Why??
[img]http://www.renderrob.com/venom-pics/evidence/comparison1.jpg[/img]
animated GIF image:
[www.renderrob.com/venom-pics/evidence/comparison2.gif](http://www.renderrob.com/venom-pics/evidence/comparison2.gif)
[img]http://www.renderrob.com/venom-pics/evidence/comparison2.gif[/img]
I sincerely hope that I've made a mistake somewhere and someone can
correct the issue for me.
Otherwise I will have to find a programmer who can help me make a
program that creates tangent space maps from world space maps.
We could run this same experiment again, but make world space or object space
maps instead of tangent space maps, and we would not see this issue. But then we wouldn’t have a tangent space map which is what we need for characters.
I hope others will try this same experiment and post their results.
All images were made from screen shots taken in Blender, which is the program I am using in combination with MudBox.