Sure, although I didn't change anything, so I assume my Painter settings are vanilla (did change texture resolution after):
I would check if you can reproduce the issue with a new file, to exclude the possibility it's related to the layers (like some layer contributing to normal that shouldn't).
Hm, simply throwing the meshes into Painter and baking an normal map (OpenGl), then rendering the mesh with that normal map applied in Toolbag, I couldn't reproduce the shading issue you showing in your post. Here is the result I get in Toolbag (hid the left boot for better visibility of the seam):
Attached you find the baked normal map used in that render, if you want to check it on your end.
Did you try baking just this one element you attached to see if it gives you the same issues?
Is what you show in issue 2 a tangent space normal map? If so, the colors don't look quite right to me. Are there some adjustments done to the normal map in Painter?
Hi! Can you share files (lowpoly and highpoly) of an element showing the issue? If the zipped archive is small, you can attach it directly to a post, else host externally.
Some renders showing broken shading in other applications reminds me of wrong normal map handedness, although you write you checked the green channel. Another common source of shading errors is the normal map being incorrectly sampled as sRgb texture, applying gamma correction.
I'm happy to finally share some renders of my latest WIP character that I've been working on, and will definitely update the clothes and the body later to update more renders of the whole character. I started sculpting the mesh from scratch in ZBrush to polish my skills and focus on human head anatomy, wrinkles, and enhancing my realism skills. I also did the retopology and UV mapping based on Epic Games' MetaHuman low-poly mesh. I decided to use Mari for the height and albedo projection because it supports higher texture resolutions and is more efficient for texture projections. Moving on, I used Substance Painter to refine the textures and add extra details to the normal map and the albedo. It was fun playing around with Xgen in Maya to set up the hair, and I absolutely enjoyed setting up the skin shaders and the lighting in UE5. Hope you guys like it!
I've checked the proportions, which are roughly the same as your drawing. I'll post a screenshot of the arches without the distortion of perspective.
Also, I adjusted the proportions to make the environment walkable for the player. the top of the pillars are to remake because they don't follow the concept art
for texturing, I don't have a concrete plan because this is my first time doing this, and I'm figuring things out as I go. but I do have a vision in mind: I want to make the throne the hero prop since it's the main focal point of the scene.
For the rest of the environment, I plan to use a trimsheet because the objects are too large to fit in the 0 to 1 UV space.
Hi @Ewan, looking cool Along the lines what dirtspacer wrote, I'd note that in regards to overall proportions the hall in the concept feels higher and more vertical. The top part of the pillars looks a bit too massive in my opinion. Here is a rough overpaint on the concept, assuming a step height of 20 cm. That's just my interpretation of course and I think it's fine to divert from the concept.
What's the plan for texturing things?
@dirtspacer Thanks for the feedback! Aside from adding a few more elements to the scene and expanding the material, I have been looking for different angles. Maybe I can add something for better scale reference.