Hey PC I'm have a weird issue with my normals or maybe it has to do with marmoset. I have a a half UV shell baked out and I'm duplicating it and combining the two meshes into one. Below I have a a image of the problem.
When baking, are you using only half a high poly? Half a low poly?
What software are you using to bake your normal maps?
Are your mesh settings in Marmoset set to the correct tangent space configuration?
When baking, are you using only half a high poly? Half a low poly?
What software are you using to bake your normal maps?
Are your mesh settings in Marmoset set to the correct tangent space configuration?
Sorry, when I'm baking I use half of the low poly and baking to a full high poly mesh then with my results I take my low and duplicate mirror and weld, I'm using Xnormals to bake and also making my own cages, simple clone the low and using push modifier.
For marmoset I have'nt looked ill play around with that
In Marmoset your mesh settings should be configured for MikkT tangent basis.
If you're still getting seams, try baking with a full low poly with a soft center edge loop. Make sure the UVs of the duplicated side are offset 1 unit in UV space or you will get bake artifacts.
In Marmoset your mesh settings should be configured for MikkT tangent basis.
If you're still getting seams, try baking with a full low poly with a soft center edge loop. Make sure the UVs of the duplicated side are offset 1 unit in UV space or you will get bake artifacts.
I'm surprised that fixed it. You'll probably run into this again with any topology that's a bit more complex. You shouldn't bake with half your lowpoly, because the vertex normals along the seam will change after you mirror and weld. More info here explaining why: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring
Replies
When baking, are you using only half a high poly? Half a low poly?
What software are you using to bake your normal maps?
Are your mesh settings in Marmoset set to the correct tangent space configuration?
For marmoset I have'nt looked ill play around with that
If you're still getting seams, try baking with a full low poly with a soft center edge loop. Make sure the UVs of the duplicated side are offset 1 unit in UV space or you will get bake artifacts.
See also: http://wiki.polycount.com/wiki/Normal_map there's a section on Mirroring and Duplicating Parts.
Thanks for the help man, it turns out it was the marmoset tangent space thing switched to Xnormal and fixed it.