I wanted to bake a high poly model onto a low poly model. Texturing wasn't a problem, but now i don't understand why a problem arises when i export the textures on Blender.
Here is the issue
I think that this is caused by shading the model smooth. Below is a picture of the model without textures.
Those defects are the same. I could easily fix the shading issue with some support loops, but the thing i don't understand is why the model in substance painter looks absoluteley fine.
This model in substance is the same one from the second picture, which i simply exported shaded smooth into substance.
This is how the shader panel looks like in Blender.
This is the Normal map that i exported from Substance.
I also tried to simply changing to auto smooth or falt inblender, but it doesn't work.
What do you think is the problem? How can i solve this?
Thank you for your time. And, if you need additional information, don't hesitate to ask me.
Replies
Wiki contains more info generally.
Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is edited after the fact, its shading changes and the normal map likely doesn't account for that (for example LODs). That's why using hard edges (+ split UVs!) make sense for hardsurface models. But as always: it depends on the specific use case.
When exporting from Painter make sure to use the correct preset (OpenGl normal map for Blender). Read up on the handedness of your target application (Common Swizzle Coordinates)