I noticed the same thing. The normal map is used, but differently. It seems to me the game "wings it" instead. The normal map is used more generally but more subtly, while additional shading information is added based on the mesh to compensate. As an example, her ribs (which are on the normal map) are visible more often without the tangent/binormal data, but never very strongly. With the data present though they are shaded more correctly, sometimes completely invisible, and sometimes strongly visible, dependent on the light angle. Same goes with her stomach muscles. Without the tangent/binormal data the muscle accents on the normal map tend to give her a pot-bellied look, but with the data present the highlights show much more appropriately, flattening the look of her stomach again. Other shading is different to, as without the data the game seems to try and gleem more information from the mesh instead. Most notably the mesh appears quite puckered around the neck seam, as if it is seeing the edge of the skin as marked sharp (not smooth like the rest), which feeds back to the next vertices along. But with the tangent/binormals present this puckering completely goes away. Thanks again, it really is nice to have this roadblock behind me.