Hey there folks, so I am having a certain issue with my normal map that has to do with the green channel having small seams in it. I didn't notice it until I brought it into Marmoset and saw the reflections breaking.
I'm using Maya for my 3D program and I'm baking the exploded mesh in xNormal.
This is the section in the normal map, the green value decreased each seam in the direction of the red arrow.
I viewed only the green channel and used photoshop's burn tool to better visualize the seams.
This is what the normal map looks like in Marmoset
Any thoughts or ideas on the cause?
Replies
Saving from 16 bit to 8 bit in photoshop will dither (add noise) which should help as well.
If you can't bake 16 bit, bake 2x as large, turn to 16 bit in ps, then shrink back down, and convert to 8bit this should dither quite effectively too.
tga is 8 bit per channel, 8x4chanels=32bit, this is about 16 bit per channel