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Substance Painter 2 inverting normals of imported maps

Devon M
polycounter lvl 4
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Devon M polycounter lvl 4
Hello all, strange problem here. Before I go into detail, here are the software I'm using and the versions:

Substance Painter 2.2.0
xNomal 3.19.2
zBrush 4R7
Maya 2016 SP4
Marmoset Toolbag 2.08

Okay, so here's the story. I made a low poly (LP) model in Maya. Imported the LP into zBrush to create and sculpt out a high poly (HP). Brought HP and LP into xNormal to bake out a normal map. Here is the result (NOTE: All screenshots will be of only the problem area.)

http://puu.sh/qEUVh/c2cc6ac8f4.jpg

Here is what this looks like inside Marmoset Toolbag:

http://puu.sh/qEV0g/bb2c00d271.jpg

I wanted to learn Substance Painter, so I watched all the Fundamental tutorial videos on their "official" Youtube channel. So I attempt to bring my stuff into Substance Painter. When I attach my map to the LP model, here is the result (NOTE: This is where the problem begins):

http://puu.sh/qEV8u/d8f2f038d7.jpg

It appears my normals are inverted in Substance Painter. The "bolts" are pressed into the mesh, and the stonework is pushed "out" of the mesh.

Here's the weird part. If I view my LP model in "normal mode", I get this result:

http://puu.sh/qEVjH/eb25b3f7a3.jpg

This appears to be the correct way of how it should look. However, you can clearly see in the first Substance Painter link that it is wrong. 

Anyone have an idea what's going on? This is the only part of my entire model that has weird, inverted normals. Everything else is perfectly fine except this one part.

Thanks in advance everybody.

TLDR
Imported normal map from xNormal to Substance Painter. Some normals appear to be inverted and others not. Halp.

EDIT: I went ahead and rebuilt another normal map from within Substance Painter. It looks fine again, however I would still like some help with my issue above. 

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