I guess you could use alembic to export out the animation, that way you don't need to worry about the weights. But that's assuming you're not gonna export to the Marmoset viewer
Fixed part of it, the artifacts of the lowpolygon model are fixed by turning on AND off "Fix Mirrored Tangents" in marmoset toolbag. The bad bake in xnormal (see the first normalmap) logically did not change.
Crossposting from my own thread :) still working on this guy : And a shot with some Marmoset postprocess : trying to get those textures to look better, any suggestions much appreciated
Hello everyone! Got to finish this project and I've uploaded it on my ArtStation! https://www.artstation.com/artwork/OyWVqe If you guys wanna check out the high quality renders and Marmoset.
I worked in chandelier, 've finished the textures i'm rady to start test with sketchfab or marmoset this scene! Yei Bodmer 💀: https://www.artstation.com/yeibodmer https://www.instagram.com/yeibodmer3d
Created a few new renders in Marmoset for this little fella to finish it out. Please check out the Artstation for more shots and info. Huge thanks to the polycount community for help on this one!
Substance Painter displays/renders/calculates normals differently than other renderers - if it works in your target engine (marmoset) after exporting, then don't worry about the seams in painter.
I decided to take the character into Marmoset after discussing it with Josh Lynch (via his Mentor Coalition). I'm still tinkering with him but here is where the model is so far: