I've been trying to improve my low poly/normal mapping skills, I used an existing model piece I had done a while back before tackling something with more parts/complexity. Its just magpuls UBR stock, finally really understood smoothing groups with this one, looks fine in the Max viewport with the 3p studio realtime shader. I just want to know why Substance painter displays the mesh like this, shown without the normal map applied, even with the normal there is similar shading issues. Do I have to update the video driver? Is the low-poly geometry just trash on my part? Is there a certain format or setting that SP prefers? I would like to buy SP soon
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If the shading is correct but it's just the normal map that appears wrong in SP then it could be that you didn't export the mesh with the same triangulation you baked with, or you imported the normal map as an openGL (Y+) normal map when what you likely wanted was DirectX (Y-).
It's probably not related but if the substance painter log mentions your current video drivers are out of date, consider updating those too.