According to EQ, marmoset imports normals and attempts to import tangents. You might try handplane's "input tangent and binormals" output. That output looks at what is in the fbx file and generates the normal map based on that info- much like marmoset will be doing when it renders the normal map. I have found that xnormal…
Hi everyone,I am rendering a model for my portfolio in marmoset toolbag.But when I use normal map I find a promblem like this: You can see there is some hard edges in the chest. And then I put the same model and the same normal map into maya.The render result is like this: It seems every thing is all right. The low-res…
Oh also, there is still some kind of artifact in there. It looks like the triangulation direction needs fixing. Try force triangulating that quad, then making a new tangent space map, and then bringing that object into marmoset.
I'm sorry to post again but I really want to solve this problem.Could anyone help me? Infact I have the same problem in another model.Maybe I should just give up marmoset...
I cant shake off the feeling that this has everything to do with Marmoset's relation to smoothing groups. Whenever your nmap is being generated in xnormal and Max, the lowpoly's own smoothing is taken into account; the nmap is crafted to the lowpoly smoothing that is there at the time of render. I've never used Marmoset,…
I did a quick test in the toolbag with that output. The results are 99% correct. There are some very subtle shading errors in a few places but this is very good considering the object (which is smoothed): Without the normal map: Make sure your fbx has tangents and binormals exported when you make the tangent space map and…