Hey, guys. I've been experimenting with normal map baking in Substance Painter, and everything was good. But since I exported model and normal map to Marmoset 2 I've faced some strange issues. I think it's something about smoothing groups. But why model looks good enough in SP and with issues in MT? Is there something that I missed about normal maps and smoothing groups, or about compatibility? And is there any way to hide images under spoiler or something? PS - Flip Y in Marmoset checked Link to the model - https://1drv.ms/u/s!As1rfP2OpcSNgd49F7DbdIms8owl8A
There are a few things that could be causing this. The most likely is that some triangles flipped direction. You should fully triangulate your models before baking so that can't happen.
You can add some smoothing splits or support edges to reduce the need for gradients in the normal map. I think the remaining error you are seeing is probably just the limit of how well a compressed 8bpp normal map can represent that normal information. It's also possible substance isn't doing dithering on 8bit normals. If substance can bake to 16 bit, try doing the conversion from 16 bit to 8 bit in photoshop, that will force dithering to occur and might fix your problem.
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You can add some smoothing splits or support edges to reduce the need for gradients in the normal map. I think the remaining error you are seeing is probably just the limit of how well a compressed 8bpp normal map can represent that normal information. It's also possible substance isn't doing dithering on 8bit normals. If substance can bake to 16 bit, try doing the conversion from 16 bit to 8 bit in photoshop, that will force dithering to occur and might fix your problem.