Greetings fellas, I decided to give the marmoset baker a try for the first time (pretty good so far), but ive come across an issue thats confusing me a bit at the moment. I read some Marmoset/Substance documentation and forum posts trying to figure it out, but couldnt quite come up with a definitive answer. Maybe im…
yep. in the baker click the gear next to normal map and tick the box in that says flip g channel to get -y. The tangent space settings are how the tangents are calculated, if you are rendering in UE4 you'll want mikk space and not really marmoset.
Alright thanks alot guys! Looks like I'll be proceding with Mikk/Xnormal tangent space and a flipped Y channel in Marmoset. I also just clocked that inverting Y is the same thing as inverting the green channel (which I hear alot more frequently, hence me thinking they might be two seperate things). Cheers
Unfortunately I ran into another issue. Searched Polycount, UE4 forums etc but couldnt find a definitive solution. Thought it might have to do with the lack of mesh triangulation, so I rebaked everything with triangulated meshes, but that didnt change anything. Normals display fine in Marmo and Substance. Problem: Normal…