So I'm baking a normal map in Marmoset and there is a small face on my model that is getting normal information baked to it that doesn't actually exist on my high-poly. I've checked everything I can think of and re-baked multiple times but the result is the same. The UVs are good (as far as I can tell), there are no distorted or flipped UV shells and the low-poly and high-poly are positioned correctly in Marmoset. Anyone know what's going on and how I can fix it?
This is the high-poly.
This is the low-poly
This is the corresponding UV.
This is the face that is being affected.
This is the result in Marmoset. As you can see there is a line going across the middle of the face.
This is what the normal for the UV shell and face looks like. It doesn't make any sense to me.
Replies
Try changing the tangent space to Mikkt. The Marmoset tangent space doesn't handle this sort of thing as well.
I am hoping smoothing my low poly with more edges on extreme uneven areas will result in smooth bake however I did notice something weird too in my highpoly (my mistake) while modelling I somehow messed up the curvature both on low n hp and while the results look perfect in max viewport
Here's another example from the Toolbag baking tutorial