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?
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.