Here are my UVs: Crazy idea. What if i bake 2 normal maps. One with traditional marmoset workflow and keep it as is. The second one would be bevel shader in blender. And then ill have to somehow replace problem areas from marmoset bake and replace it with good bevels from bevel shader. The problem is i dont know how to…
Yup, Marmoset has a tool where you can paint where you fix projections, and people have in Substance setup workflows to blend between 2 projections https://www.youtube.com/watch?v=cVPJwMivw5I https://www.youtube.com/watch?v=sGC2X6Qazvs
Yes they are welded! And for the artifact on the left, I've checked, the cage is good, the artifact isn't symmetrical, and it appears ONLY in marmoset toolbag! I don't see them in the xnormal viewer!
CougarJo: Offset one half of your mirrored UVs outside the 0-1 UV space and then post a screenshot. That problem usually shows up if you have overlapping mirrored UV islands because of the way Marmoset renders normals.
So, I imported the test I did in Maya previously and applied the map generated in xNormals in Modo at work and I still got the issue. I then tried to view the exact same model with the same map in Marmoset and it is showing the model just fine. So I guess this is some sort of display issue in Modo's viewport. @Bek Trying…
Bit of a basic question, But I assume you've frozen transforms before exporting, And turned off two sided lighting to check for any flipped faces or goofy normals? If the problem persists i would try exporting as an OBJ. Then import it back into maya. Then out as an FBX. Or possibly the FBX converter I've heard about a few…