I've been getting pretty great results from the Marmo 3 baker, so I wanted to use that to bake all my maps for use in substance Painter.
When I load the Map in Painter, the shading on the seams isn't correct.
But in Marmoset it looks flawless.
So far I have tried:
- flipping each channel of the normal map and rebaking, one at a time
- checked and unchecked tangents and binormals
The high and low-poly meshes are obj's exported from zbrush.
Baking the map in painter yields correct seams, but the quality of the bake isn't as good, so i'd prefer to find a way to use marmoset's bakes.
There's clearly a difference between the two bakes, but i'm having a hard time determining what I need to change.
Thanks for reading this!
Replies
My other options are:
Mikk / xNormal
Maya
3DS Max
Unity (Old)
The tooltip made this setting sound like it was only setting up how the normals were to be displayed for the marmo viewer, but I'm not sure if I understand it's purpose very well.
So this is the second thread today where I solved the problem on my own. I guess that's a good sign??
I took the low-poly OBJ into Maya and exported it as an fbx with tangents and binormals. Then I re-imported the low poly into marmo, set maya as the tangent space for the mesh and baked new normals from the high poly.
The new normals worked in substance painter. Now more bad seams!
So I guess I'll have to bring every OBJ into maya to prep for baking now? It's too bad I can't go straight from Zbrush to an OBJ.
It's important to make sure that the mesh is triangulated in the same way between Toolbag, Substance and the final target engine/renderer as well