Hi!
I baked mesh maps in Marmoset Toolbag and after importing them into Substance Pianter I noticed, that normals where edges create mirror objects looks odd.
This is mirrored object, and this normal on the middle is undesirable, it should be smooth there. My question is how do I bake maps in Marmoset to not have this artifact. My workflow looked like this: I was importing coplete highpoly (with mirrors) and lowpoly without mirror modifiers to Marmoset.
Thanks for your answers!
Replies
Hi! The way I handle mirrored parts, is to bake with to game mesh (mirrored geo, UVs of mirrored parts offset, vertices at mirror axis merged + vertex normals averaged). This way there is no potential shading difference between mesh that's baked to and game mesh.
Hi! Thanks for answer. I was thinking to do it this way, but my highpoly model is not symmetrical in this place. There is small differences (scratches, noise) and I don't want to spend time, on making it symmetrical.
Hi, high-poly shouldn't matter if the UVs of the mirrored parts are offset. It will bake for UVs inside 0-1 space, mirrored parts with UVs offset by 1 will reuse the baked information: high-poly details are mirrored.
Thanks for the answer, I will try to bake it this way.
Great! Now it looks at should be! Thanks for help!