Yup, Marmoset has a tool where you can paint where you fix projections, and people have in Substance setup workflows to blend between 2 projections https://www.youtube.com/watch?v=cVPJwMivw5I https://www.youtube.com/watch?v=sGC2X6Qazvs
nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
Here are my UVs: Crazy idea. What if i bake 2 normal maps. One with traditional marmoset workflow and keep it as is. The second one would be bevel shader in blender. And then ill have to somehow replace problem areas from marmoset bake and replace it with good bevels from bevel shader. The problem is i dont know how to…
Hi there, I'm trying to get to terms with normal baking and I get the feeling there's something fundamental I haven't figured out in regards to smoothing. The cube has six UV islands and six smoothing groups yet there's still a visible seam. The second mesh is 2 UV islands and 2 smoothing groups. Where the smoothing groups…
If you're baking in max, I would suggest previewing in Marmoset Toolbag 2 and setting the tangent space to max. Recent versions of Max have broken accurate tangent space display iirc.
that was in cryengine 2, the latest version of the engine syncs fine as i did a full asset for someone in that engine recently with no troubles. one sg tests looked fine. also i had no idea what i was doing then so yeah.
I'm using xNormal to bake, Y-, and Marmoset Toolbag 2 to display, it looks wrong either way, even when checking the "Flip Y checkbox". Those "triangle-shadows" keep showing every time. Which is weird, because normal map looks correct.
Weird, because I used xNormal to bake and am using Marmoset 2 as well. Your normal map looks pretty different than mine. Maybe you need to reset the smoothing on your low poly? Also try trianglating your mesh before exporting/baking.
Problem #1, they don't offer a link to download the CryTB.dll file. Problem #2, it doesn't actually ship in the tool directory of any of the SDKs as they say it does, where am I supposed to get this verion? Problem #3, its not compatible with the latest version of xNormal, that would be OK if they would actually say which…
Even with a cage I can't seem to get it better than this. It's just a low poly cube surrounded by a high poly smoothed cube surrounded by the cage/scaled up low poly. There's got to be something I'm missing ... Been trying for 2 hours now and my results only seem to be getting worse.