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Stylized Hair Normal map issues

polycounter lvl 4
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gfcamerini polycounter lvl 4
Sup guys, this is my first thread, sorry if it is in the wrong topic.
But i'm having some issues with a character that i'm creating, i sculpt a stylized hair and i'm not having good results baking the maps.

this is the substance painter bake, in the first image it is the mesh without the normal map, and the second is with the normal map applied.
the details is bad in the seam connections, i believe that this maybe can be a problem with the fbx tangent.

i would appreciate any help, thanks for the attention.

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  • Neox
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    Neox godlike master sticky
    what will be your target engine? i mean if it is unreal or unity or even marmoset then you can really ignore the FBX tangents. export only the smoothinggroups and maybe triangulation if you didnt have it triangulated beforehand. unreal unity and marmoset support MikkT as much as substance painter does, then it should be all fine?
  • gfcamerini
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    gfcamerini polycounter lvl 4
    i will use unreal 4, and i'm testing the render in marmoset, but this is happening in marmoset too, even if i bake on marmoset itself, i'm exporting the fbx in maya with smothing grooups and tangents/binormals activated.
    it is better if i check triangulate and uncheck binormals?

    Thanks for your answer.
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