Hi guys, I have a shading issue on my low poly model when imported into Marmoset. Along every seam in my uvs there are what appear like hard edges. If I export with normals checked in the obj exporter in 3ds max, the model looks fine along the uv seams but has all sorts of shading errors on random triangles throughout the model. This model was exported from max 2012 and imported into the newest version of Marmoset with the tangent space in marmoset set to 'marmoset. I will add that I tried importing into sketchfab, and 3ds max the same obj and there are no shading errors.
Low Poly only - No smoothing or normals checked off on export dialogue:
Normal and other maps applied :
Thanks for any and all help on this issue guys, I have searched high and low for the answer, and have yet to find it. Sorry if this has been asked before.
Replies
If I go a step further and export from 3ds max to Xnormal with my normals and or smoothing checked off for the low poly, i end up with errors in the bake.
Last I want to add that I checked the model in xnormal's model viewer with the Normal map applied, and there are no shading erros.
You can also bake in Max, and change the tangent space to Max within Toolbag, this will likely give you the best results.
You may want to triangulate your mesh before exporting, if you're baking a mesh with quads in XN it may get triangulated differently in Toolbag, which will give you X shaped smoothing errors, and means you need to triangulate first.
In either case, make sure normals are exported. Mesh normals are required for proper display in Toolbag.