Going back to this again. Doing all all my bakes in Substance Painter/Marmoset Toolbag 3 and everything looks cool everywhere until i try it inside Maya or Max and it get's these small x shaped artifacts. Now i know it's because i didn't triangulate before baking.
Question is - is there a way to fix it in Maya/Max (Like sometimes if normals look weird in Unreal 4, you can choose different Normal space and it fixes it), or i have to triangulate stuff like that before baking?
(^ Vray render from max)
Replies
- If you don't have control over how a given environment picks diagonals (shortest distance ? lowest curvature ? random ?), then they'll probably be picked differently from what you want.
- Triangulation affects surface quality.
With that in mind, one way to fix it ... would be to investigate your pipeline thoroughly so that you know exactly how each app/importer/exporter does it, and make sure to use the same triangulation algorithm every step or the way. Or ... triangulate before export/baking.
Good luck !
If you're in max just bash a turn to poly/mesh modifier on top of the stack - in maya, well, that's your own fault for using maya..
Tangent basis probably isn't coming into play here but it's worth remembering that max/maya probably aren't working in the same space as substance or ue4 so it'll look wrong anyway