Well if you're not outputting as HDR, you'll have a mask in the alpha channel of your output. If you wanted all your different objects to have different colours for selection though then you'd have to manually assign different materials I imagine.
Cheers for that, I've checked and double checked all that though with no success. If I used object space normal maps the errors dont appear but the whole model doesn't look right then. Its only those tris that I have highlighted that seem to be affected too. V.strange.
Do you have smoothing groups/hard edges applied to your meshes that are imported into Marmoset? Your normal map should compensate for any smoothing issues as long as the mesh that was used to bake the map was identical as the one you using in Marmoset. If you baked a Tangent Space map, then you should never select Object…
This is what I've done so far. The pieces seem to have UVs since the materials use texture maps for bump, normals, opacity etc. I suppose it is simply being lost in the the transfers. Their fairly simple objects that I could model in max, that's just not available at my office.
HI love the software and just new 2 it. But I am having a small prob and been reading on the posts here and still no solution, So my prob is that when i try to import my models into the marmoset toobag everyting is ok except of the back of 1 of the models (see pic 1) i did import all the objects as 1 obj and even tried it…
Yeah, what Andy said -> It's also worth mentioning that when using a tangent space normal map, enabling the "object space normals" tickbox on the material palette should never be done and will not resolve any lighting errors in your viewport. **This is more of a shoutout to anyone browsing this forum as it appears to be an…
having the same problem low poly mesh, no maps applied, just the standart grey diffuse marmoset has as default left : tangent right: object space all tris same mesh in unity online player http://meshbin.com/m.php?id=4d93c41a84566 exported from blender as obj. (recent build)
What are you export it as? .obj, .fbx? I've had bizarre seam issues that disappeared when I exported the object with a UVW unwrap on the top of the stack (I'm using Max) as an FBX. I have NO idea why having a UVW unwrap modifier on my mesh makes the seams disappear but I swear it does.
Dvonio: Looks like you fixed the alpha issue. Yeah, alpha test with some value higher than 0 is required to get alpha objects to cast shadows properly. As far as the general shadow quality issue there isn't any way to improve it at the moment, sorry! However, in the long term the shadow system will likely be revised.
Was working on retopo-ing a high-res sculpt, doing a quick test bake inbetween to see how it bakes Can anyone tell me why this is happening : Left Object Space Normals Checked, on the right it's not. Baked using xNormal with the Tangent space box checked in the normal map settings Here's a shot of my map :