Hey guys, when baking normal maps in marmoset I usually select the 16 bit format option(32 bit causes my old laptop to close Marmoset lol) as when I select 8 bit I notice some dithering after the bake. But I have heard that 16 bit format is not always the best way to go? Or is that when exporting out the texture maps out…
So generally speaking you're not going to use 16 bit normal maps in a game engine. If you're working on something for your portfolio you can use 16 bit though, the only drawback is bigger file size and of course it takes up more vram (which may be an issue if you have a very complex scene). If it's going into a game…
Thanks again. Just to be on the safe side I'll probably export out at 16 bit in Substance and convert it down in PS. From what I gather it is as simple as going Image, then Mode and then selecting 8 bit? Nothing else?
I am not super familar with how Painter handles dithering, so you may need to look into that more yourself. I would imagine it's simply a matter of exporting an 8 bit file though. In Photoshop, if you convert from 16 bit to 8 bit it will dither the image automatically.
Thanks for that. I checked out the thread above and have a better understanding of the topic. How does one convert from 16 to 8 bit? Is it as simple as exporting out the Substance Painter texture files as 8 bit PNGs or do I have to do it in Photoshop? Thanks heaps once again.