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Substance Painter normals to Marmoset- Fugly map.

Hey all- Wasn't sure to post this in the SP section or Marm.. but as the issue is happening in Marmoset, I figured i'd start here.

In short- My model normals look perfect in Substance Painter but once I export them out and into Marmoset, they look really nasty.. 

In Substance Painter
http://s32.postimg.org/f39l70e0l/FO1.png

In Marmoset
http://s32.postimg.org/iys50xg51/FO2.png

I was expecting a little loss in quality between the two programs but this just seems.. wrong. I'm really hoping it's a very simple setting I've missed or something? Really lost here and wanting to get this sorted. Everything is pretty much finished, just need to set it up in Marmoset for beauty renders :/

Any help would be greatly appreciated. 

I'm exporting as png (16bit) using the Unreal 4 setup. My project config is set-up for DirectX.

Replies

  • EarthQuake
    A couple things:

    Firstly, it looks like you haven't triangulated your mesh before loading it into SP to bake, which means you're getting some errors where SP and TB2 triangulate differently. To fix this, triangulate your mesh in your 3D app and bake again.

    Secondly, if you're using a FBX file with explicit tangents and bi-normals saved, TB2 should load those up, and give a pretty accurate result without doing anything extra, as I beleive SP reads the tangents as well. If not, you'll have to set the tangent space by going to the mesh properties. I'm pretty sure SP uses Mikktspace by default, so set it to Xnormal/Mikkt in TB.

    Sorting out these two issues should solve your problem, but let me know if it doesn't.
  • WhiteHyena
    Yep issue solved- Needed to triangulate the mesh! Cheers for the help.

    https://www.artstation.com/artwork/aa9K2
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