So i've been trying to bake some normals,
it didn't quite work out, i tried all kinds of hacks and workarounds until i figured out:
even if i apply a flat normal map (128,128,255) marmoset will completely destroy my shading?
how is this even possible? how am i supposed to get a descent looking normal map in marmoset now?
i am using the latest version of marmoset 2 the normal is in tiff format.
the mesh in this scene is an obj, but i've tried fbx too, with the same result.
if i use a object space normal map, i don't have any seems at all. but that realy can't be the solution.
edit:
solution is not to use .tiff
Replies
don't use tiff is the solution.
if you use .png and hit the scale&bias, it works perfectly.
just can't believe how much time i wasted because of this bug.
wich seems to screw up everything in marmoset.
Always have scale and bias on.
Make sure you're exporting mesh normals (not just smoothing groups).
BUT if you see my post, I maybe find a "way" to explain this problem.
I have a good result with not streched UV... really strange.