The issue is that you have flipped UV's I think. Looking at the UV layout, the left hand side and right hand sides of what I imagine is the body, look identical. The two different sides of the body should look like mirrored versions of each other.
Try flipping the UV's so that they are in the correct direction. In Maya you have a checkbox to shade flipped UV's in red, not sure if you can do this, however from looking at your UV layout, I'm sure this is the problem.
The issue is that you have flipped UV's I think. Looking at the UV layout, the left hand side and right hand sides of what I imagine is the body, look identical. The two different sides of the body should look like mirrored versions of each other.
Try flipping the UV's so that they are in the correct direction. In Maya you have a checkbox to shade flipped UV's in red, not sure if you can do this, however from looking at your UV layout, I'm sure this is the problem.
I fixed almost every seams just by selecting 2export smoothing groups2 in export options.
Hmm, it's strange that you don't get any issues due to the UV's not being mirrored. Possibly Marmoset know how to deal with that.
I can't really see any seams under the neck in the image you provided, so it's difficult to advise what to try. Glad you solved your other issue though
Hmm, it's strange that you don't get any issues due to the UV's not being mirrored. Possibly Marmoset know how to deal with that.
I can't really see any seams under the neck in the image you provided, so it's difficult to advise what to try. Glad you solved your other issue though
Hmm, it's strange that you don't get any issues due to the UV's not being mirrored. Possibly Marmoset know how to deal with that.
I can't really see any seams under the neck in the image you provided, so it's difficult to advise what to try. Glad you solved your other issue though
Having uvs backwards shouldn't be an issue in TB, especially TB2 where we added a bunch of UV improvements. If it is, get me an example mesh and I will bug log it. =D
Replies
https://imageshack.com/i/ipSD7ZCnj
https://imageshack.com/i/exCfZTdYj
as you can see seams appear when normals are not yet applied and they matches with uv borders.
https://imageshack.com/i/f0rBkaVNj
https://imageshack.com/i/ipbu7ZwGj
Reexport.
Check in marmoset
Try flipping the UV's so that they are in the correct direction. In Maya you have a checkbox to shade flipped UV's in red, not sure if you can do this, however from looking at your UV layout, I'm sure this is the problem.
If you baked your normal map in max, you might need to invert the green channel of the normal map.
You still may get some issues due to differences in tangent space. Toolbag 2 supports max's tangent space and will give you better results.
I fixed almost every seams just by selecting 2export smoothing groups2 in export options.
Now I get just few seams under the neck
https://imageshack.com/i/id9UNtxGj
I can't really see any seams under the neck in the image you provided, so it's difficult to advise what to try. Glad you solved your other issue though
Seam is almost invisible
https://imageshack.com/i/eytOFCBzj
Having uvs backwards shouldn't be an issue in TB, especially TB2 where we added a bunch of UV improvements. If it is, get me an example mesh and I will bug log it. =D
https://imageshack.com/i/f0Pj5fXkj
https://imageshack.com/i/kp94sGa9j
12.7k tris
https://imageshack.com/i/iq1al2nyj