When I bring my low poly model into Substance Designer and apply the normal map I baked out of Max the portions of the model that were created using symmetry are displaying "inverted." I know that with some renderers it doesn't like it when there's flipped UVs and it usually displays the flipped parts as if the nm were "inverted." Is this a problem in SD as well? It seems like the first model I used SD for had stacked UVs and I didn't see this issue. I also recently learned that Max doesn't display normal maps the way it's baker renders them so you can't really trust the Max viewport display when it comes to fixing seams and other issues. I checked the normals on the actual mesh in Max too and they all looked fine, no inversions there.
Thoughts? Ideas? Acrimonious accusations?
Here's two screens from Substance where you can see the inverted normal map sections and a screen from Max where you can see it displaying mostly correctly aside from the seam on the corner which doesn't show up in Substance.
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