The most important thing is getting a correct sync between baker and 3D viewer. If it's the same tangent space between them you can get away with any gradients. If you bake in 3dsmax use the 3dsmax tangent space in Marmoset's mesh settings, if you export use .fbx with tangents and binormals to carry along the tangent space…
So I went back and tried different tangent space settings and normal map A shaded correctly on all tangent space settings. I Just had to flip Y in some cases. normal map B still has those artifacts regardless of tangent setting or Y orientation. It feels like I am missing something here with the fundamentals of normal…
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…
I have been struggling with this one piece of geometry for four days. No matter how much or how little topology I give this object it just will not shade correctly inside marmoset two or bake adequately. Modeling done in 3ds Max. List of things tried: -Baked in both 3ds max and Xnormal -Countless retopo's each with…
Okay, got the bake to come out fine. I used the object space to tangent space method. Baked normals in Xnormal then used Handplane to convert to t-space. This method is the best to lessen the gradients so far. Now another problem introduces it self, faceting on some faces but not all. The faceted areas are within there own…
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).…