Hi guys, i am looking for someone who have worked on Touch Screen Monitors not touch mobiles, the screen i got have no its own OS we have to connect it with laptop.I have a simple room just walls floor ceiling and two tables and 1st person controller which walks fine when i build an app but it don't work on touch, i can't…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
These seams (in terms of color on the baked map) are absolutely to be expected on a tangent-space normalmap. To understand this better, make a few test bakes with UV islands rotated in the UVs in a few different ways and you'll notice that these colors will change each time. That's because the colors relate to the X and Y…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
Hey guys! I need help fixing an artifact when baking maps in Marmoset Toolbag. The issue is only happening on two specific parts, even though the entire object is made up of similar structures. Padding and margin are fine, and all copies have been moved to the next tile in the same coordinates to avoid unwanted baking from…
There shouldn't be a seam that visible with a mirrored normal map. That UE3 example in the wiki, i havent seen this issue for years and i'm not sure what's the cause of it. Could be a tangent space mismatch between the baker and the final shader. We've played around with broken normal map workflows for a long time, and…
Hey guys, Absolutely loving the baker in Marmoset3. It finally replaced Xnormal as my primary baking tool after years of trying out various others. I have a couple of minor issues with the way it currently exports albedo, spec and gloss maps to PSD at the moment, however. Currently, all maps are exported with a layer mask.…