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Curvature map issue

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CrazyBuch vertex
Hi, all!
Please help me to understand why I can't bake correct curvature map for my mesh.
So I have:
1. Lowpoly mesh.
2. Normal map which I painted in NDO. (as far as I know it's OpenGL Normal)

That's what I'm doing:
1. Export mesh from Maya to fbx. Triangulated, with smoothing groups, with tangents and binormals.
2. In Substance Painter create new project. Select my mesh, check Normal map format to OpenGL, and uncheck "compute tangent space per fragments". Setup resolution to 4k.
3. Accept my normal map to mesh. Looks correct.
https://www.dropbox.com/s/9mg5aoytt6yyeo4/Screenshot_2.png?dl=0
https://www.dropbox.com/s/g91bj3r6sm4ld8r/Screenshot_3.png?dl=0
4. Open baker, setup resolution to 4k, check curvature map, and these are my results for different algorithm:
algorithm: Per Pixel
https://www.dropbox.com/s/2fl04tejw47ct27/Screenshot_31.png?dl=0
https://www.dropbox.com/s/cn67ryryslpp0rb/Screenshot_21.png?dl=0
algorithm: Per Vertex
https://www.dropbox.com/s/78edy6xpuygzbmj/Screenshot_22.png?dl=0
https://www.dropbox.com/s/81c22zjb9nafacy/Screenshot_32.png?dl=0

What am I doing wrong?

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