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)
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:
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.