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Flat normals destroying shading?

greentooth
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Goeddy greentooth
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

tumblr_najj2vwwtL1sljkhxo1_1280.jpg

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