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Author:
VinceOrcis
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Adobe Substance
Exporting textures from Substance Painter to Maya Arnold
Oncki
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Oncki
null
Apr 2017
Firstly, its my first post so hello everyone.
Secondly I write on instance im pretty newbie to substance painter, Arnold and baking overall so my problem can be basic.
Textures and especially normal maps which works fine in substance painter goes completly wrong in maya arnold.
Substance painter:
https://i.gyazo.com/91a654f9fcfca8b1a1905758768fb0bd.png
Arnold:
https://i.gyazo.com/9284c9d74366f12170fd59eccd359d0c.png
yea...
I was placing maps in arnold according to this tutorial:
https://support.allegorithmic.com/documentation/display/SPDOC/Arnold+for+Maya
The color/details difference can be some lighting/reflection problem but I have no clue why normal looks so different in substance and maya. I was experimenting with flip channels, direx/open GL format. Edges are all soften.
Face topology:
https://i.gyazo.com/8727f013b4a74e6b58fc808c26fbe488.png
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janoshx
polycounter lvl 6
Apr 2017
You have to use raw colorspace for normal map.
If you are using maya 2017 sp3 you dont have to use gamma correction nodes anymore.
Here is good explanation about correct settings
https://forum.allegorithmic.com/index.php?topic=13646.0
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seb3d
polycounter lvl 11
Apr 2017
also make sure your bump node is set to "tangent space normals" and not to "bump". looks like this could be part of the problem.
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Oncki
null
Apr 2017
Thank u for tips, indeed i had it set as "bump". Now, after some experimenting I still dont know why my skin is plain, single colored.
arnold:
https://gyazo.com/75e59beae50cc66e055c137400f04069
substance:
https://gyazo.com/7bbae013892924624745ad47b2d8e6ae
https://gyazo.com/e92b9cd6560c313595221ed1ce3097c0
Arnold get my base skin color fill layer, layers with blue and red in particular areas of the face but seems to totally not read layer with sprayed white dots which make this skin more real. Why is it happening?
2.I wanted to repair normal map inside painter which seems to be fast and good way. I was doing it according to this workflow:
https://support.allegorithmic.com/documentation/display/SPDOC/Normal+Map+Painting
But when I load the same normal map as on my mesh(point 2) this map is placed kind of diffrently and this process cant work as both maps dont fit perfectly.
https://gyazo.com/1749f5a5ea1b65523474e596ee52fbd7
Baked normal map
https://gyazo.com/5d6dbe7b1987dc1caf005d4646049e77
Same map added to layer replacing old map.
¯\_(ツ)_/¯
Thanks for any help.
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If you are using maya 2017 sp3 you dont have to use gamma correction nodes anymore.
Here is good explanation about correct settings
https://forum.allegorithmic.com/index.php?topic=13646.0
arnold:https://gyazo.com/75e59beae50cc66e055c137400f04069
substance:https://gyazo.com/7bbae013892924624745ad47b2d8e6ae
https://gyazo.com/e92b9cd6560c313595221ed1ce3097c0
Arnold get my base skin color fill layer, layers with blue and red in particular areas of the face but seems to totally not read layer with sprayed white dots which make this skin more real. Why is it happening?
2.I wanted to repair normal map inside painter which seems to be fast and good way. I was doing it according to this workflow:
https://support.allegorithmic.com/documentation/display/SPDOC/Normal+Map+Painting
But when I load the same normal map as on my mesh(point 2) this map is placed kind of diffrently and this process cant work as both maps dont fit perfectly.
https://gyazo.com/1749f5a5ea1b65523474e596ee52fbd7 Baked normal map
https://gyazo.com/5d6dbe7b1987dc1caf005d4646049e77 Same map added to layer replacing old map.
¯\_(ツ)_/¯
Thanks for any help.