I have been working on a head model and im having real trouble with normals displaying in Marmoset but I feel its an underlying ZBrush issue. Sculpt in Zbrush. I export its low sub div. Bring this into Marmoset and it displays like this... If I take this model into Max, reset xform, edit normals, unify and reset etc...…
There is such option and I tried that script. I think I know what the issue might be/ When Exporting from max I get this message: And boom. When I check preserve edge orientation it gives result similar to modo export. I have by default this option disabled. I never seen it make any difference in end look. I think it's…
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I'm not an expert , but I think you need to check the option "selected objects" and then export. Another possibility, why your meshes aren't in the scene is that you have flipped normals - you can check it in viewport overlays -> face orientation. Also if you don't have any animation, I would uncheck the option "bake…
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I'm having issues with this too. Doing a number of tests results in the following: * Exporting the low poly for Texture Set 01 and Texture Set 02 into one project along with both their cages results in baking errors. Baking without the cage results in a good bake. * Exporting the low poly for Texture Set 01 into it's own…