Hey guys, I just wrapped up a big-ol-baking tutorial that encompasses much of the material I've written over the years on Polycount.
It's geared towards Toolbag users specifically, but contains a lot of information that is generally applicable no matter the software that you're using, which is why I'm posting it here rather than the Marmoset sub-forum.
Check it out:
https://www.marmoset.co/posts/toolbag-baking-tutorial/
Replies
I do have one question: Is 'handedness' a new term you've come up with? I haven't run into it before at least. There are already many terms for this (which you name in the article) such as swizzle, Y+, Y-, 'flipped', openGL, DirectX, Max, Maya — did we really need a new term? If I hadn't seen this and someone started talking about their normal maps handedness I wouldn't have a clue what they were on about. Y+ and Y- seem the most intuitive and informative of the terms to me (With Dx/OGL being the most deceptive).
But anyways, nice tutorial as always.
The other common terms are things that were made up to explain it to artists I think. For instance, OpenGL/DirectX makes very little sense, neither +Y or -Y is tied to OGL or DX, you can do either in both of those rendering APIs. But it's sort of easy to understand which is why it has stuck I guess.
Also, thanks guys! I'm glad you've found it helpful, this is something I've wanted to do for a long time so I'm happy to have gotten the chance.
But seriously, nice work Joe!