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UV seams on normal maps from 3ds Max?

Let's cut to the chase: I've made a mesh and baked a normal map in 3ds Max, here it is in draft quality:
It works just fine inside 3ds Max, here's an ActiveShade render (using Arnold, draft quality map, bump value increased for readability)
Imported mesh inside Substance Painter looks just fine, proper shading, no seams whatsoever:
However, when I apply the normal map, staggeringly ugly seams inexplicably appear:
The seams appear along the actual UV seams (though not quite all of them or perhaps it's the shading from those specific angles):
It behaves this way in both DX and OpenGL modes.
Any ideas what this might be and how to fix it?

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