Would really appreciate some insight on this.
I'm having an issue with harsh gradients appearing on my normal map.
There is nothing obviously wrong with the normal map, the gradients in the map itself are practically invisible but something is not quite adding up it seems.
Normals baked in Maya.
Rendered in Marmoset 2.
Here are the wires
Replies
If you need to go down, converting back to 8bit in Photoshop may give you better results than straight baking to 8bit.
I didn't even notice it using the standard blinn in Maya, it was only when I started increasing the specularity in Marmoset that it became apparent.
My current strategy is to pretend its not there / cry. All further input appreciated.
I tried Xnormal for a while and really disliked having to leave the 3D package to bake for several reasons. Yeah I'm hoping the noise/detail in the gloss and diffuse maps will help disguise it. The image resampling out of Marmoset might help slightly too.
I'm using an 8-bit workflow where I have Diffuse/Spec/Normals/Gloss as groups in a single PSD. To work with a 16 or 32=bit normal map I suppose it would have to have its own PSD, or is there a convenient hack to jump from 8-bit to 16/32 and possibly minimise banding?
You will still load an 8bit tga into marmoset, but you will get better results by dithering a 16bit image down to an 8bit image, compared to just baking an 8bit image. Andy Davies talks about it here [ame="http://www.youtube.com/watch?v=OONQzKcWeMY&feature=share&t=9m30s"]Andy Davies - Normal mapping for games & realtime content - YouTube[/ame]
You can work in 16 bit mode the same as you can with 8 bit mode, at least in recent versions of PS, there may be some limitations but it should be fine. 32 bit on the other hand you can only do very basic operations in PS.
Hmm it might be time to revise my workflow and use Xnormal for normal bakes. Typically I do the "explode" technique for baking complex meshes and I found getting a multi-component mesh in and out of xnormal a bit of a pain last time I tried. It's very likely I wasn't going about it efficiently though.