someone probably already mentioned it, but y.a.v.n.e. is the best addon to manage vertex normal so far (in blender) https://blenderartists.org/forum/showthread.php?393179-Addon-Yet-Another-Vertex-Normal-Editor-(Y-A-V-N-E-)
Aw shucks, I'm a bit stumped then. Can't test it in marmoset either. Have you tried the export that you uploaded for everyone else? I mean, if that works fine for me, and not for you... then the problem has to be marmoset related, n
Worst photoshop hotkey = n note tool which opens a text field so you're forced to stop what you're doing and remove the layer manually since your hotkeys all go into the text field "bmzzzzz".
Low poly has a lot of n-gons and no uv's? Is this the right version of it? I don't exactly know which was the problem area, but when I baked it the major issue happened at the round shape and it's mostly due to bad geometry.
Also. Up and down arrow scrolls through the list. You can also view all subtools by pressing N to List All (similar layout to materials pop up, etc) http://www.pixologic.com/docs/index.php/SubTools
I have to admit, that looks pretty fun based on the video. It wonder how much hack n' slash it is. And the visuals look great based on the screen shots, wish I could see it running in real time though.
We are looking for a animator to do some heavy lifting for the 3D artists on the project. Rotting circuits is the title you'll be working on. It's a open world sandbox survival game set in 2050, think terminator meets the walking dead. What's in it for you: this is a perfect opportunity for someone looking to add to there…
Exporting with n-gons/non-triangulated geometry via obj still produces holes, which is why I use turn to poly modifier to close up any ngons. An equivalent is to simply triangulate your mesh then export as obj.
good stuff, face is h0t my only crit would be to paint the highlights at a more consistent pixel 'subdevision', some of the details/edges r very fine but the final highlights r fat n chunky, creating some contradiction.