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Simple mesh and hard baking... what is wrong?

polycounter lvl 12
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shogunato polycounter lvl 12
Hi guys,

PIaying with mikktspace workflow for unreal engine.
I have seam on each uv split and cannot understand why. I followed many official tutorials, all are saying 1 smth grp but i definitly can't get a synced workflow.
I would really appreciate a bit of help and advices about it :):)

Many thanks

Workflow
  1. From Maya 2017 : - Export low and highpoly) using FBX 2013 with 1 smoothing group avergage normal (mikkTspace) and export smoothing group and triangulate  Enabled into the exporter dialogue

  2. Baking  in Substance Painter => Direct X / Compute tangent space per fragment checked.


Here is the file if you want to yake a look ;)
https://www.dropbox.com/sh/qigzk8sg6nup8f6/AAAenzrHGiapVt78bNcf6KOha?dl=0




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