I realize this is probably is correct/expected. It does however not give as clean/smooth an edge if it kept the islands together in a cage. At least for my purposes.
Is there a way to get the Marmoset cage generator to keep the vertices together? Or is this unexpected with something with my fbx export causing it to break?
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Options (don't need binormals since not for Unreal).
Replies
If this is affecting the baked result, then it may be an export settings issue, ie: you're splitting the verts along those edges on export.
It looks like you could probably UV this area more efficiently as well, without a UV seam along that edge.
"For my information, are meshes exported from Marmoset always broken at islands?" Do you mean from Max? I'm not a Max expert but I don't think so. I think the Spit per vertex Normals setting may do this.