Hey, I have a problem with mesh from Max in Maya. Mesh was modelled in Max, then baked in Marmoset.
Then I imported this model to Maya (with checked option "Unlock Normals" in fbx settings so maya won't recompute normals) and mesh overall looks nice, but in many places are this weird lines. Unlocking normals is ofcourse destroying whole mesh
Screenshot:
Maybe someone have encountered problem similar to this ?
Thanks
Replies
This looks like an issue I get sometimes if I forget to smooth edges on a model before baking. I don't think inverting the normal map will fix this -- this isn't like the entire thing is shading the wrong way, it's just some bad edges.
In Maya, try unlocking the normals and then using soften/harden edges. I think the thing to check is, moving the model from Max to Maya, what is going on with the smoothing groups? Does the model look the same in that regard?
To make things easy, you may just apply your smoothing in each program, export, and bake new textures with output for the relavent tangent space in each. This doesn't answer the question of why does this happen, but it gives you correct maps for each program anyway.