Hi, I wanted to bake my high poly details on a normal map in Substance Painter, but when I do so and then export the textures, the shading on my model looks weird. Almost as if it had baked in the normals of my low poly mesh, which is smoothed, marked sharp on hard edges with uv seams.
What am I doing wrong?
Replies
How does the low poly with normal map applied look like in Painter? Does it look correct in there?
In which application do you view the low poly with normal map?
Also I view them in Blender and Vectary.
And I have couple questions.
1st picture's normals are doomed because of me forgetting to make seams and marking sharp edges, so that could be the problem.
In the 2nd picture there seems to be baked shading informations on the normal map from my low poly model, don't know why that is.
The 3d picture's normal map detail should be straight, they did appear straight in SP, but in Blender they are distorted like this.
4th picture has some weird shading artifacts as well as last two pictures, but I would also like to know, if I should mark sharp edges on that bent part and place seams there or not.
And also why do I have these weird shading artifacts?
Thank you for helping me with this