Okay this is really bugging me. I've baked everything from high and it looks fine in Max and Substance Painter, breaking the smoothing groups where my UV islands are.
I created a second UV channel for the lighting and hid most seams, exported as an FBX with 'smoothing groups' and 'tangents and binormals' ticked. Then imported with 'explicit normals' ticked.
I've also tried flipping the green channel in my normal. Nothing is working. Help please!
Replies
This is it in Max and it looks fine
And Substance Painter