So i'm having trouble getting my low_poly scabard looking correct. I have tried quite a few things but still the lighting is "off" to say the least.
I've tried -manually setting up smoothing groups,
-mirroring UV's in trouble areas to see if it is caused by normals.
-Remodelling the low poly from nothing to try and get through any problems i didn't notice.
Here is the model in two different light settings just to show off the issue.
Replies
So the render is done in marmoset, the result is the same with or without the normal map. And the file format is .Obj
If 3ds max, do a Reset Xform, Collapse, add an Edit Normals modifier and reset all the normals, collapse to Editable Poly, then re-setup your smoothing groups. Make sure the OBJ exporter is exporting the Smoothing Groups properly (http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-437051A1-983B-4B6A-80C4-D2FA43B7393D)
Make sure you have export normals enabled if exporting from max.
Make sure to set the tangent space (in object properties) in TB2 to match where the normal map was baked.
Only issue now is this lighting mess which won't go away x)
EDIT: All *FIXED*
in 3dsMax, throw an Edit Normals on and check out the normals in that problem area. Use the move gizmo to adjust their pointing angle - that, or that need to be split, which can be done in the Edit Normal modifier (called break, will split the normals based on the selection type)
In Maya, it's the Edit Normal Tool. Same idea as above.