What did you bake it in? Marmoset normals isn't synced with anything, to my knowledge, so the normals get a little artifacts sometimes on the model. It usually isn't anything you do wrong but you can double check it is another app to be sure. What did you bake the normal map in?
What did you bake it in? Marmoset normals isn't synced with anything, to my knowledge, so the normals get a little artifacts sometimes on the model. It usually isn't anything you do wrong but you can double check it is another app to be sure. What did you bake the normal map in?
I baked on Xnormal, here's the map if you have any doubt:
What I also mean is how could I make perfect matching on the map, because it's a 2D image and I painted it over Photoshop I made this lines look pretty much the same with what I had, but it's not perfect, is there any way to make it perfect? I tryied painting with Blender over the 3D mesh to solve this and it was frustrating.
Thanks!
Your normal map is all messed up. Looks like a combination of flipped normals and/or a problem with the cage. They shouldn't be green or yellow like that if baked properly so check your normal directions, and check the cage.
it looks like you switch off tangent normal and bake world space normal map. Did you change any xnormal normal map settings?
Or you have flipped normal on your model
Yeah typically you'll use tangent space normals. Also make sure you have some edge padding (in the Baking Options page), as sometimes seam issues can come from too little or no dilation.
Replies
I baked on Xnormal, here's the map if you have any doubt:
What I also mean is how could I make perfect matching on the map, because it's a 2D image and I painted it over Photoshop I made this lines look pretty much the same with what I had, but it's not perfect, is there any way to make it perfect? I tryied painting with Blender over the 3D mesh to solve this and it was frustrating.
Thanks!
Or you have flipped normal on your model