Im having this strange issue when baking from high poly to low poly with xNormal. Nothing special here, getting predictable results, except this!
High specular on flat areas reveal these.. What could this be? Im not seeing anything strange in normal map.
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I tried this and I was able to improve result by baking to 16bit TIFF and convert to 8bit in Photoshop. I send screen shot. Its much better but with some noise.
For some reason, loading up 16bit file to Marmoset gives me same result.
Would there be any way to get rid of the information in almost flat areas and present them flat instead?
You can also reduce this problem by reducing the gradiation in your normal map. The easiest way to do this is to use hard edges along your uv boarders and re-bake.
But as you've found out, simply resampling from 16bit to 8bit in photoshop helps, as photoshop does some nice dithering, while Maya, and I think Xnormal tend to give you stair-stepping artifacts like this. Max on the other hand adds some dithering similar to the file saved out of photosop.
Do you guys always bake 16 bit normal maps when using xNormal?
Yes, I think if you change the image format to tiff or .hdr or .exr it will bake 16 bit