Hello community! Hope your great wisdom can help me to find what I am doing wrong on my workflow. I have been struggling with it for a long time and I am not able to find a solution anywhere. So please, help me!
When I texture my models on Substance painter, I get pretty good result on its engine Iray but I am not able to transfer those same results to Vray in order to animate the scene in 3D Max.
Now I am working on a simple model with several udims and normal map looks like it does not look propertly. When I export textures from substance I use a Vray preset with roughness and metallic maps instead of glossines. Apart from that I use BaseColor and AO on the diffuse channel.
I used same HDRI and lighting.
For me there is two big topics:
1- Normal maps does not look the same in vray. When Apply it breaks geometry in some parts or it looks like it does not affect at all. What is going on?
2- In substance I can not export reflection map as log file tells me there is no such information on maps. Why?, Then, how can I control how shiny it is on vray?
I have atached some images of the process. Thanks so much for your help!
Replies
1. Model in Zbrush High Poly
2. Retopology and mapping in 3D max
3. Baking in susbtance
4. After exporting the textures I am applying them directly into the mesh I mapped in 3d max (which is the same I exported to bake in substance)
Here it is a closer look of them next to each other. As you can see, shadows and colors looks weird on the vray version and reflections are out of control. On teh other hand metal materials looks quite artificial on vray and normal map seems not work on corners.
Thanks!
For udims I am using MultiTile map for. What do you think about it. I am sharing the image with only the normal map of that section applied.