Hello,
I'm trying to setup a workflow for hard surface assets based on these steps:
- hipoly & lowpoly modeling/UV in Maya 2012
- triangulate and export lowpoly and hipoly FBXs
- normal map (object space) bake in XNormal
- triangulate and export H3D mesh for Handplane
- object space to tangent space map conversion for Maya viewport 2.0 using Handplane
- object space to tangent space map conversion for Marmoset Toolbag 2 using Hanplane (which settings?! I tried Maya again)
Everything works fine, except the last step: I can't find the right settings to get correct shading in Toolbag. I tried almost everything in Toolbag: loading FBXs, OBJs, changing tangent space option... I also tried to load the object space map (just for a check) and the shading seems broken too...
Shading in Maya Viewport 2.0 is perfect.
Can anyone help me setup a right workflow?
Replies
Also try just baking a tangent space normal map.
- hi poly and low poly shading in Maya, no problems
- hi poly and low poly shading in Marmoset, low poly shading seems to suffer of bad difference between tangents and normal map...
Normal map is in tangent space.
As far as the shading of the lowpoly, the extreme gradients you are seeing are because you have 90 degree angles without either hard edge and UV splitting them or beveling them down to less extreme angles.
Doing a simple tangent space bake from XNormal results in the same shading artifacts even in Maya 2012.
Already tried to change settings in Marmoset, can't fix it.
I set the lowpoly shading like that because I tried to follow the workflow described on other forum topics, with only UV shell border edges set as hard edges.
And if I set all edges hard, baking artifacts appear on all edges.
At this point I'm totally confused... is there any example around on a workflow at least between Maya 2012 and Marmoset 2.0?
An alternative to using a hard edge would be to bevel the geometry, thus removing the sharp 90 degree angle, which means you won't necessarily have to split your UVs along that edge.
If you haven't yet, I would recommend reading THIS
I already read it, and if I understood, I chose to use an “Averaged projection mesh” workflow. Instead of setting all edges to soft, I set as hard edges the UV borders only. Yes, this creates some extreme gradients in the lowpoly shade and in the baked normal. But it looks perfect in Maya 2012, using the workflow I mentioned in the first post of this thread.
Can't understand why this is not working in Marmoset.
Then yes, I could use more hard edges, then I should split the UVs in more shells...
Here's the workflow that I found, not 100% perfect but that's definitely a starting point.
- lowpoly and hipoly modeling in Maya
- set a minimum amount of hard edges on the lowpoly to avoid too sharp angles (>=90°), and unwrap in a way that every hard edge is also a UV border
- model a cage for baking
- export hipoly, lowpoly and cage as OBJs
- bake in xNormal an object space normal map
- export lowpoly as H3D (Handplane file format)
- use Handplane to convert from object space to normal space
- in Maya, load the tangent space normal map as "tangent space / bump", use Viewport 2.0 or High Quality Rendering
- in Marmoset, load the lowpoly OBJ, set its tangent space to "Maya", load the tangent space normal map in the material Surface slot, enable "Scale & Bias", uncheck "sRGB"
The result is: perfect normals in Maya, almost good normals in Marmoset.
Then, I found some facts that were creating the big problems:
- Marmoset Toolbag can't load properly 16bit TIF normal maps
- Maya 2012 tangents & Viewport 2.0 are very buggy: everytime I unlock or do anything to normals, the tangents change and so the shading. Undoing does not restores them. You need to re-open the scene to get them back in place and have a correct shading. Everything get worse if you try to export a lowpoly FBX, with or without tangents, because you're not sure anymore what kind of tangents went into it, because you're not sure if your viewport is right or not...!!!
Next time I'll surely add more bevels, to reduce gradients in the normal map, anyway in Maya it's working fine also like this.
Normal map is also tweaked in Quixel NDO to add some details as you can see, but that does not matter, shading artifact are always there in Marmoset...