You may have baked with "Marmoset" tangent space, which can be seen from the bake settings. It's unique to Marmoset itself, and is not synced with other rendering engines. Set it to Mikk / xNormal, which is supported by Substance Painter and many other real-time game engines.
I also assume your low poly is triangulated before baking, to avoid further issues in future.
You may have baked with "Marmoset" tangent space, which can be seen from the bake settings. It's unique to Marmoset itself, and is not synced with other rendering engines. Set it to Mikk / xNormal, which is supported by Substance Painter and many other real-time game engines.
I also assume your low poly is triangulated before baking, to avoid further issues in future.
Would you be able to elaborate why triangulating a mesh before baking would yield a better result? I too had just started using Marmoset and this had caught my eye.
You may have baked with "Marmoset" tangent space, which can be seen from the bake settings. It's unique to Marmoset itself, and is not synced with other rendering engines. Set it to Mikk / xNormal, which is supported by Substance Painter and many other real-time game engines.
I also assume your low poly is triangulated before baking, to avoid further issues in future.
Would you be able to elaborate why triangulating a mesh before baking would yield a better result? I too had just started using Marmoset and this had caught my eye.
All meshes use triangles, when the 3D mesh displays a quad, what it really means is that it's choosing how the quad is split in triangles. If you don't triangulate before baking, Toolbag and whatever other application you're using may choose to triangulate the quads in a different way, which can cause shading errors as the normal map corresponds to the exact triangles, not quads or ngons.
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