Hey Polycounters,
Been experiencing seams on my objects in Toolbag 2.06 with my normal maps. Normals were rendered out in Xnormal (x64). I'm not getting any seams in Maya 2015 or in engine at Sony. When I throw my normal map on my material in marmoset I get this nasty seam.
Update...
Just imported the Mesh into a new marmoset scene. Created a new material, threw my Normal Map on there and now the seam's gone...
I don't understand. I've done this before and the seam still remained.
Replies
Thank you for your speedy reply EarthQuake!
Regardless, you should rethink the seam placement anyway. It would be smart to put it along the natural seams of the bag. You'd probably avoid this problem entirely doing that. Glad you got it resolved though.
I checked the plugins almighty_gir and the tangent calculator was set to mikktspace, which I guess is default. Compute Binormal was off in Pixel Shader. Is this something that should always be on? I was oblivious to the plugin settings prior to you dropping some knowledge on me.
Thanks Teyon. I will heavily reconsider my seam palcement on my current project to avoid these possible complications
Will post this character and the one I'm currently working on within the next week and a half to get feed back from everyone.
Cheers
-Gruntpunch