You will still load an 8bit tga into marmoset, but you will get better results by dithering a 16bit image down to an 8bit image, compared to just baking an 8bit image. Andy Davies talks about it here [ame="http://www.youtube.com/watch?v=OONQzKcWeMY&feature=share&t=9m30s"]Andy Davies - Normal mapping for games & realtime…
Thankyou for linking the Andy Davies video, I'm watching it now and he is talking about a few things I hadn't understood / considered. Hmm it might be time to revise my workflow and use Xnormal for normal bakes. Typically I do the "explode" technique for baking complex meshes and I found getting a multi-component mesh in…