Could you mark the reflection problem on the images? There a obvious difference in shading between low- and high-poly. Looks like the low-poly doesn't use a normal map.
Did you intend to load an object space normal map? If you baked both tangent and object space maps, you may have loaded the object space map accidentally, so I would double-check that.
Not particularly, I'm not sure I understand what it is. With Substance painter I regularly release a normal map, basecolor, OcclusionRoughnessMetallic. But I don't have this problem when I import them on max or unreal for example.
Replies
Could you mark the reflection problem on the images? There a obvious difference in shading between low- and high-poly. Looks like the low-poly doesn't use a normal map.
I didn't think it could come from the normal map but it was. I checked Object space in the normal map and it works now.
Thanks you.
Did you intend to load an object space normal map? If you baked both tangent and object space maps, you may have loaded the object space map accidentally, so I would double-check that.
Not particularly, I'm not sure I understand what it is. With Substance painter I regularly release a normal map, basecolor, OcclusionRoughnessMetallic. But I don't have this problem when I import them on max or unreal for example.
You might find the wiki entry on normal map useful: http://wiki.polycount.com/wiki/Normal_map.
In The Toolbag Baking Tutorial you find a brief description of different map types.