i will use unreal 4, and i'm testing the render in marmoset, but this is happening in marmoset too, even if i bake on marmoset itself, i'm exporting the fbx in maya with smothing grooups and tangents/binormals activated. it is better if i check triangulate and uncheck binormals? Thanks for your answer.
what will be your target engine? i mean if it is unreal or unity or even marmoset then you can really ignore the FBX tangents. export only the smoothinggroups and maybe triangulation if you didnt have it triangulated beforehand. unreal unity and marmoset support MikkT as much as substance painter does, then it should be…