Hi fellow game developers!
Right now I have my homemade converter that would produce from a milkshape 3d file (*.ms3d) a skeleton file, skeletal animation files, and mesh with correct bone weights. I've tried to add normal mapping support, but the results aren't satisfactory (it looks like the normal map is skewing in some parts). I believe the suspect was an error with TBN vectors calculation (perhaps caused by bad UV coordinates).
I've decided that the time wasted looking for fix isn't worth it and proceed to look for a shortcut. I need a 3d mesh file format that internally support normal mapping (so the converter wouldn't need to do TBN calculation). Also I want to ditch milkshape 3d (I use pirated one for learning) and switched to blender (for obvious reason). Now things would get a little bit complicated, because of the too long stage of working on 3d assets.
Right now my 3d assets pipeline is as follows:
model in blender -> export to wavefront (uv mapped) (.obj) -> open milkshape 3d, import (.obj) file -> weight vertices + adjust stuffs + skeletal animation -> save as (.ms3d) -> convert it using self made converter -> done.
That was insane, working on a model could take days for me. What I'm aiming now is:
model+uv map+skeletal animation+stuffs (basically everything) in blender -> export to some magical format (that supports normal mapping, a quaternion based bone orientation is a big plus) -> convert using self made converter -> done.
TL;DR;
Do you know any file format that supports normal mapping and can be worked on in blender?