Yeah, I did make sure to keep my smoothing groups right.
In the UV the inside part is 1 smoothing group, so its 1 part in the UV map. The front faces of the box have their own smoothing group. In the low poly it has a hard edge, so it shouldn't be a problem with the smoothing groups.
EDIT: So should I set up a projection modifier in max and then use that in the bake?
Its a good habit to get into to, set up the projection modifier after exploding the mesh then under project go to export. It should created a new mesh of the cage, then export that cage and import it in xnormal
Did you triangulate the low poly before baking? And, once you do that, import that same mesh into the engine/viewer? If you bake with quads, you invite that sort of artifact.
Well, what I'm driving at is that if you bake and export with non-triangles in the mesh you are hoping that Max and Marmoset are going to triangulate those polygons in the same way. If they don't, you'll get bake errors and weird things here and there.
If you triangulate yourself before baking and exporting, you have control over it and eliminate those problems.
I think MAX has a triangulate modifier doesn't it? Throw that one there before baking/exporting and see what happens.
Also, don't use Editable Mesh. Always Editable Poly. Mesh is legacy...
When the mesh is exported, Max will triangulate that quad into 2 triangles. If you don't do it yourself, you're relying on Max to do it in the same direction as Marmoset. You don't want to do that. Triangulate manually before baking and exporting and I bet the error goes away.
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Its a good habit to get into to, set up the projection modifier after exploding the mesh then under project go to export. It should created a new mesh of the cage, then export that cage and import it in xnormal
It all seems fine, except for the edge piece. It has a clear line going from corner to corner.
Now that I think about it, that cut was there in my low poly, but only on 1 side. So I might remove it from the low poly and bake again.
If you triangulate yourself before baking and exporting, you have control over it and eliminate those problems.
I think MAX has a triangulate modifier doesn't it? Throw that one there before baking/exporting and see what happens.
Also, don't use Editable Mesh. Always Editable Poly. Mesh is legacy...
Give it a try.
I don't know then. Unwelded verts?
My UV's aren't working properly anymore, they are all messed up, no idea why..
I can't seem to fix this normal map issue, even with a fully traingulated mesh and a proper bake.
I might just go bake to my low poly stage, redo the high poly and the UV's and then redo the bakes.
Or I might just take what I have learn't from this project so far, make something completely new, and then come back to this.