Working on this stone, base mesh made in 3dsmax highpoly in zbrush and baking made with xnormals, but i get this werry visible seames on the normal maps is it becours i have seames there on the unwrap or is it some option/setup that is wrong plz help! :)
I don't want to hijack this useful thread - but was wondering if we could expand this to include helpful tools or tutorials in the opposite direction. Does anyone have any links or tutorials that might benefit an advanced 3dsMax user transitioning to maya?
I believe in Max7 it used to be Heidi/OpenGL/Direct 3D try Heidi as that is the software renderer and should be the least buggy one. Also, you can set your viewport driver on launch by adding -h to your 3dsmax shortcut
Check if Gamma correction is turned on. If it's off, then try resetting your Max settings by exiting Max and renaming this folder: C:\Users\USERNAME\AppData\Local\Autodesk\3dsMax\2012 - 64bit If that doesn't work exit Max, and rename it back.
I just baked your model in 3dsmax and imported into UE4 and there are zero seams. Are you sure your green channel isn't inverted? Slap my bake on your in engine model: https://dl.dropboxusercontent.com/u/2344272/crit/rock_normals_crit.tga
Your problem is that you are using a simple post effect inside of 3dsmax. Which is only applied after the image is rendered. Because your glass object occludes the sphere inside of the z-buffer its not visible for the post effect creation.
Those look like normal map seams because of mirrored UV's, they could show up if the faces aren't on the same smoothing group; they could be present in 3dsmax or marmoset but not in-engine (vertex normals issue), haven't figured it out definitively.
Oh there is no filtering in xNormal or 3dsmax, I assumed you used Maya's Transfer Maps, the equivalent would be applying some gaussian blur on those parts of the map, or maybe rendering twice as large and resizing down (but not with sharper setting in PS).
Since you're talking about reactor and I think Maya is reactor-less? I'm going to take a wild stab in the dark and say you're using max? http://www.escalight.com/tutorials/3dsmax-tutorials/earthquake-part-1.html