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Marmoset 2 bizarre normal map issue

polycounter lvl 13
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Pdude2K7 polycounter lvl 13
Hey guys,

I was wondering if any of you encountered this weird issue in Marmoset 2 with
normal maps:
marmnormissue.jpgmarmnormissue.jpg

It seems odd since it doesn't fall right on the UV seems and just random. Baked in max.

Any ideas would be great!

Replies

  • JustMeSR
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    JustMeSR polycounter lvl 4
    Isn't that an issue with baking? xNormal sometimes does this.

    Does it work in other engines? Is it visible in baked map?

    If not, changing export settings, or exporting different format (.obj, .fbx) usually helps. You can also bake Object space and then convert it to tangent space and that seems to get rid of that issue as well.
    There was a thread here with issue that looked alike and the guy fixed it by freezing transforms before baking.
  • Pdude2K7
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    Pdude2K7 polycounter lvl 13
    Thanks JustMeSR, I've tried most of those things but none seemed to help. However, I found the solution, the tangent needs to be changed in the mesh settings to either Maya or xNormal, that does the trick. Hope it helps someone with a similar issue.

    shadesolution.jpg
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