Exporting as FBX fixed the faceting. I tried the synced workflow but got... worse results. Now im really confused. Here are the two results both viewed with the same FBX in marmoset two and tangent space set to 3ds Max. A. Xnormal to Handplane. Baked with OBJ in XN as 16 bit tiff World Space (see link for why 16 bit tiff).…
If you use a mirror modifier (like it seems you did here) make sure there is not faces inside geometry just where the mirrored geometry and the original geometry meets.
Simply put, tangents and binormals are the tangent space calculations, a gizmo (or swizzle) of three vectors per each vertex that encodes and decodes (at baking time and rendering time) the normal map gradients taking into account the vertex shading, vertex normals, and UV coordinates. Each program calculates this…