Here you go, I padded to hell obviously, but it was the easiest way to get it to you quick. No difference. I also attempted using the medium bake as the high with the object map and still had that seam.
Hmm, thought I did. I wonder if that exporter shifted everything back.I'll check the orginal file's and let you know, but in theory they should be.EDIT:Checked original file and the one from the export. They are all outside the area. Maybe your importer (Modo?), combined them?
I did. I'm doing the high poly bake to medium poly to lowest poly (that shares the same uv Island placement)Per scene and unused objects, I was only using one of the models in it for the test. I guess instead of exporting just the model in the scene, it exported the entire imported model list. I believe the one in particular shown above is the base_irisA_low
@oXYnary "I use medium meshes to get detail that won't be as warped (even with skew) versus if I had gone straight to the in game version. That and have you handed in a mesh to be told it's too high in polycount? Using the object space is a shortcut to this."It seems like you're causing more problems for yourself here than this is worth. If this is to correct skewing:A. You haven't really done that, your bake still has wavy details and any skewing can be easily corrected with the skew toolsB. Your mesh is generally inefficient, with many micro bevels but not enough sides to represent the round forms and inconsistent poly usage (few sides next to many). If you sorted this out you would get better bakes at roughly the same triangle count. In most productions I've worked on these meshes would get rejected for poor topology rather than polycount concerns. If you want to send the high poly mesh I can show you how to create a more efficient low poly that bakes with less artifacts. This was mentioned in your other thread but I can give you more real-world examples if you don't understand what I mean."Using a tangent space would get rid of the whole point of using a object space as the input. The object space is using coordinates from the world versus the objects surface. (Which is why I find it strange Marmo went with Object Space vs World for naming)"A couple things here:A. You can bake tangent on a medium poly mesh and rebake that to low poly. There is nothing about this that would negate the point of using an object space bake. Baking medium to low in Toolbag with tangent maps will take the low poly mesh normals + normal map (which to the renderer, is essentially the same thing as OS normals, assuming you have synced tangents) into account and everything should be translated correctly, giving you the same benefits of using OS. The only thing I would suggest here is using a 16 bit map and at a higher resolution than you need.B. Object space is the correct usage. World space refers to an object transformed in the world, it's an extra level of transformation. In the context of what we're talking about here, the difference would be the object space normals, ie: as baked from the object in its default pose, and the world space normals, ie: the normals of a translated mesh in a game engine. A practical example would be a rock or something rotated in the game engine. As a practical example you might use the world space normals for a shader that places snow on the rock's up axis, and the world space normals will vary dynamically in relation to how an object is transformed in the world. No bakers bake world space normals, if they claim to it's a poor use of terms. OS and WS are commonly and erroneously used interchangeably. With that said, if you have not applied any additional transforms to the object, OS and WS normals will be identical. Generally speaking unless you're a technical artist who is writing shaders, you're not doing anything which involves world space normals."Since the surface (but not the uv islands) have changed on the lowest version, the object space map would account for this and transfer that difference to the lowest version. "Object vs tangent space normals makes no difference here (for reasons explained above). Both will work for your purposes. I can make some examples later if this is confusing."The point is no other converter's have this issue with the same input. Personally I'm wondering that unlike the other converters, it's using a bake cage system when all that is needed is a straight conversion on the same mesh."Yeah when you're doing this sort of baking in Toolbag you're using the cage. Toolbag wasn't really designed for this purpose but it generally works. We have a number of people who do this sort of baking from LOD0 to lower LODs and Toolbag can translate normals (from TS or OS) and UVs. I don't expect the cage system is a factor here but it could be. You might consider Handplane if you need a dedicated tool for normal space conversion.There may be a bug in the way Toolbag handles this object to tangent space conversion with UV instancing in the way you've set, and I'll make sure it's logged in our bug system. But even if we fix it it seems like you've got some problems with your workflow, and you'll be better off addressing those in the long term.