hi I baked tangetspace normals out of xnormal at x+ Y- Z+ and they seem to work in 3DS max and Xnormal model viewer. I tried loading the same model into marmoset toolbag and it looks like a channel is flipped. What swizzle coordinates should I use for marmoset? Is there a way to change the light direction in Marmoset?…
Hi, EarthQuake said Marmoset follows Maya standards, which I'd like to know. In my experience it works with plain X+ Y+ Z+. I may be wrong but results seem right. I hope someone can confirm. I usually bake with every axis positive, then use the "Flip green channel" checker in 3ds Max.