So I'm sure this is a matter of "I need to catch up with the times" but I'm curious if this is something I can make work in Marmoset 1 (which I have).
So I've been having a lot of issues with my symmetrical normal map displaying properly. Along the way I've learned that Max thinks about things differently and thus causes lots of problems...
First off, here is what's happening in Marmoset v1. There is an odd zig-zag artifact running down the middle of my model.
![Image: https://us.v-cdn.net/5021068/uploads/editor/q2/k73tucv2ktac.jpg](https://us.v-cdn.net/5021068/uploads/editor/q2/k73tucv2ktac.jpg)
In Marmoset 3 (trial), it looks like this:
![Image: https://us.v-cdn.net/5021068/uploads/editor/od/77cnbxatv5fa.jpg](https://us.v-cdn.net/5021068/uploads/editor/od/77cnbxatv5fa.jpg)
It seems that in v3 you can change the "Default Tangent Space", but can you not do this in earlier versions? I've been trying to figure out a work around for this.
An overview of my workflow:
- I edit the model in Max, sculpt and bake maps from ZBrush.
- Because I've been running into so many rendering issues, I've begun running my meshes through Maya to Delete History, as well as Reset XForm in Max. This fixes... most things.
This normal map seems to look different depending on what avenue I'm using (Marmoset, Sketchfab, etc.) If someone has any ideas I really am out of ideas.
Replies
If your UVs are mirrored, try offsetting the mirrored islands 1 unit in UV space.