hello everybody.Marmoset Toolbag is great tool for game artister. currently I have a issue about normalmap.then I spent all day to read this topis (from 1-50 page).but i havn't found out a way to fix it.i really want to someone can help me. thanks a lot.
I baked the normal in 3dsmax. and it's look great in max (3point shader is very useful)
also import to maya for check the normal
so I import to Toolbag. current it's looking great (not use specular)
then turn on the specular. i found some strange specular in three areas.(look like smooth group error)
I have double checked the uv (no any uv vertex be welded)
I also use one smooth group at these areas
checked the obj export option
normalmap
my pc is nvidia GTX260,4G memory,OS:XP 32.
I really really want to get the answer. thanks
Replies
3point shader is one of the only shaders/engines that display 3dsmax normal maps properly, you may get better results with marmoset if you use maya or some other app to bake normals (xnormal or whatever).
Hey Racer445 .I'm very glad see you here.I read many your tutorials.It's really cool and very useful.:thumbup: I also put your AK47 OBJ to Toolbag for check my normal problem.your AK47 display correct in Toolbag. actually i don't know your final normal map bake where? from xNormal or 3dsmax or maya? even i have watched your tutorial video:poly124:. you mention Toolbag support normal map bake by xNormal better than 3dsmax bake. I'm not sure . I just want to figure out the real reason for the issue.
Thanks for your reply
Hi ZacD.I have import obj to maya.and just use the normal map after flip green channel is PS. It's looks correct. that's why i believe the normal map bake by 3dsmax is right. thanks for your reply
http://www.polycount.com/forum/showthread.php?t=68173
There's no standard how to bake/display normal maps.
The problem might be that you are letting Marmoset interpret the triangulation of your mesh rather than force the triangulation that you baked your normal map with in Max.
Yeah this looks like the case here, any time you have these X shaped smoothing errors it generally means the triangulation has changed from when you baked it to when it was loaded ingame.
In addition to that, Marmoset's cube map base lighting system generally is going to show the same smoothing errors you see in max and maya worse, if you used a similar shader you might see similar artifacts.
As far as what is best to bake for Marmo, really there isn't any app that will give perfect bakes unfortunately. I think the best results i've been able to get are baking with maya, locking normals(so you dont get triangulation issues) and exporting with the maya plugin. However you need an older version of maya(2008?) to do this.
Finally I found out the reason.
1.I change the smooth group in 3dsmax.(i have tried baked again by Xnormal and maya .It's still has the problem)
2. also export obj with triangulation
then fixed!!!
I thought key reason about smooth group.But I still have not totally understand the fix reason. why display correct with 1 smooth group in 3dsmax and maya.
Anyway Thanks everybody again!!! you guys help me a lot