Hi guys, i am having some weird problem in marmoset unable to figure what i am missing, will be glad to get some help.
Uploading a low poly cube (on left)
[setting gloss=1,specular=white (1)]
the reflections are wrong on the cube because there is no normal map i import 4 more cubes each one pre-subdivided before import. in SD4 i get the right result.
I go to painter bake the normal and get in painter
(haven't learned how to bake in marmoset yet sorry)
import to marmoset and the result are wrong
-I tried adding tessellation but no change there
-I tried bake in zbrush without any success
-Tried changing UV to 1 island
-Tried bake normal with 'compute tangent space per fragment' on in painter
-I bake and import normal in world space from painter and it's good
I wonder what i am missing that it's not working with the imported normal map?