Hey guys, I'm having trouble with these normal seams in Maya after baking from substance painter. I was wondering if you guys could help me correct this... Weird thing is that plugging it into marmoset toolbag does not show any of these errors.
The only way to get rid of that seam is to bake the normal map in Maya. Maya's tangent basis is unique to itself, so any other app you bake it in will likely give you in error in Maya when rendering it. You should bake the normal map that is synced with your renderer. Here is some more info about Tangent basis, and a synced workflow: http://wiki.polycount.com/wiki/Normal_Map_Technical_Details
@bardler oh thats very informative. I am still a little confused on where to go next... I Baked the normal map out of Substance Painter and i am trying to take it into maya.
I think you have problems plugging the maps in. In Maya 2016 its quite weird. Im not at my work-pc right now so i cant make any screenshots.
Before setting your path for the normal map, there is a drop down menu. Standard it is set to sRGB, i think. Change it to raw and make sure you check the option "ignore color file rules".
Replies
try inverting the Green channel of the normal map in Maya .
and here are some screenshots using the legacy viewport...
I really have no idea whats going on anymore...
Before setting your path for the normal map, there is a drop down menu. Standard it is set to sRGB, i think. Change it to raw and make sure you check the option "ignore color file rules".
After these steps it should work.
Thank you THANK YOU!