Hey all, I'm getting seams in substance painter from normals baked in marmoset. From within Marmoset - I've tried changing the tangent space to every single option, but each one is giving me this seam inside substance painter.
I've tried flipping the Y channel, switching between openGL and direct X from within substance painter, but every time - I get those seams.
I saw that some where fixing this by exporting as a triangulated fbx, but that didn't fix the issue.
I baked normals from within substance painter and it fixed it.
so, I'm led to believe this is purely a problem with my normals export from Marmoset. I'm out of ideas on how to troubleshoot this.
Any help you could provide would be amazing, thanks so much.
Replies
If none of that solves it I'm not sure what the problem could be. Is it a solid mesh along this seam line or is it split into two meshes? Is this a single UV layout or are you using multiple texture sets, with sets split along this UV edge?