I encountered the following problem: when exporting/importing normal maps from software to software such as Marmoset, 3D Painter, blender, artifacts appear in areas where the geometry on the lowpoly model is not very smooth, and, accordingly, bad shading. Although after baking with high poly everything is fine. It was explained to me that this is due to different triangulation algorithms and it can really be fixed by triangulating the model immediately after creation, for example, in blender. But I would like to sell my models on TurboSquid under the StemCell specification. And it requires the grid to be squared, not triangulated. So: how do professional artists create models with quads that look good in different software?
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I'm guessing they aren't expecting baked normals from a high poly and thinking you'll just use Substance painter or something to generate a normal map without one.
It should be added that triangulated models do not fit the StemCell specification.