Hello everyone!
So I've been having some issues with marmoset; as
soon as I import a retopo mesh that's already been UV mapped there are
seams along the edges where the UV shells were cut. I thought that by
applying the material with the proper maps it would be fixed but it
didn't. (reference image below)
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The left Image has the diffuse and normal maps connected in the material, while the right one just has a white color value in the albedo map field.
I find it weird because I was working with the very same mesh and texture files in maya and they looked okay:
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My workflow was like this:
-Zbrush highpoly.
-Retopo in 3DCoat.
-UV mapping in Maya.
-Normal map bakes in xNormal.
I made sure in maya that vertex were properly connected and softened edges as well.
Is there a specific setting I need to take into account before exporting from maya or importing into marmoset?
Replies
another thing that has always worked well in my experience is to simply do a test export with triangulated geometry. that seems to take a lot of guesswork out of the ex/import process.
thanks for the message.
After double checking settings and whatnot I noticed that the normals option was turned off in the export settings....so yeah pretty noob mistake by me...
then again I thought it was something else because I did try to import a few game models that I downloaded and there were seams as well.
So all in all, stupid but luckily easy mistake to fix.