Hello, I have spent the past few hours try different key words to figure this problem out. Right now I am trying out Marmoset 3's normal baker and substance painter workflow. I was blown away by how amazing the Marmoset 3 renders look, however, when I import into substance painter 2 I have massive seams at my hardened edges. I was able to replicate the exact lines by turning off scale and bias in marmoset 3. I am unsure as what to do, I thought it was a gamma setting for the longest time.
Make sure you've set your tangent space in Toolbag 3 to Mikkt - you'll have to change this for every mesh, you can fin the setting in the mesh properties. If you go to edit-> preferences, you can set a default tangent space as well, which will apply to newly imported meshes.
Make sure substance painter is set up with the correct normal map handedness, this should generally be "OpenGL" style if baking in Toolbag.
Make sure your low poly mesh is triangulated at that you're using the same mesh in Substance.
Thank you EarthQuake I will double check this, and if it doesn't work I will post a partial portion of the FBX; high and low from a section of the model. I think it may be model specific since I was able to import another project flawlessly from substance and vice versa.
Replies
Make sure you've set your tangent space in Toolbag 3 to Mikkt - you'll have to change this for every mesh, you can fin the setting in the mesh properties. If you go to edit-> preferences, you can set a default tangent space as well, which will apply to newly imported meshes.
Make sure substance painter is set up with the correct normal map handedness, this should generally be "OpenGL" style if baking in Toolbag.
Make sure your low poly mesh is triangulated at that you're using the same mesh in Substance.
More info can be found here: https://www.marmoset.co/posts/toolbag-baking-tutorial/