So I have a character with normal maps I baked in substance painter and it looks good in unreal.
I slapped a quick texture together to get a feel of how it would look and the result was less than stellar.
Now Im not great at substance painter but it didnt look THAT bad...
Theres probably plenty of diiferences between substance and unreal that cause this visual mess. Can anyone explain what these are and how I can get my texture in unreal to look at least somewhat as good as it does in substance. The normal map looked great before I tried adding colour. What is that awful seam, why is she so shiny and why is the normal map barely noticeable now?
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That seam on the chest, looks like a normal problem.
Looking closer at my normal maps, yep, deffintely looks like a normal issue which puts me in a tight position. The character has a skeleton with fully painted skin weights and animations. If I make any changes to the UVs to fix that seam and bake it going to cause problems isnt it? I'll have to seperate all the parts of the mesh for substance, but doing that will reqiure me to detach the skin from the skeleton and then need to re-skin her weights again. Maybe even re-do the animations. Cant beleive I only just noticed that. The white was blending that seam and got so used to it.
Is there anything I can do at this stage to fix this, I really dont want to redo all that again.
I'm sure this reprojection feature is present in some form in other programs.
Am I thinking on the right lines here or am I way off in my understanding?
That sounds like it might be easier. I do have a static pose of both characters before they were rigged and parented together, Ill look into that.
However Im wondering if really is my UVs that are the issue. I tested my the cat to see If he had this problem and sure enough..
It seems any where I have cut the UVs to unfold them as required has resulted in a fairly ugly seam. I know my UVs arent great, but i didnt think they were terrible. i understand you make your cuts where people arent going to see them, the sole of a shoe for example. but sometimes for organic shapes especially, theres no way to avoid it making the cut out of view such as a characters neck for the face. Anyone have an idea what im doing wrong. The low poly model normals are smoothed at the seams before exporting to substance. The witches torso UVs are mirorred (wasnt intentional BTW) so they should match up properly right?
Here he is without a normal map applied and just a fill layer. The seams are still showing up. I Tri planar projection looks better but those seams are still visible(previous screen was aslo set to tri-planar . Model is clean with no non-manifold geomotery. This is drving me spare.
I may have found a soloution.
I made a new project in substance and imported the low mesh. Didnt bother with baking and hand painted over the model. No fill layer or anything. The only thing I used was a fur material and a brush. I exported the textures with the Unreal setting and got them into it. Made a fresh material, used my new textures and the same normal map I was using before and no ugly seams. It still doesnt look as good as it does in substance but it does look clean.
While im happy I may have found a work around, im still irritated that I do know what the issue is and exactly what i did to get get around it.