Hello! Here's a recent shield project I've been currently working on. Below is how it looks in Substance Painter.
I wanted to give a go at manually retopology since I usually rely on Zremesher. I used Quad Draw in Maya and I thought all was well until I imported all my maps from Substance Painter to Maya for Rendering.
And here is how it looks in the Arnold Viewport, which isn't great. I'm not sure why the topology is so visible in some spots. Does my Low Poly just have bad topology or is the issue occurring in Maya when importing the textures? Does anyone know what could be causing this? Thank you!
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How is your normal map applied in maya - what does your shader network look like?