Hello, I've been working on this game-res guitar model for the last month or so and I've noticed that some issues seem to pop up when exporting my texture maps from Substance to Blender.
As you can see here, the shading on the model appears fine inside of Substance. The normal map from my high-poly bake seems to be doing its job and everything is smoothed out.
However, here it is inside of Blender (EEVEE). Despite the normal map being plugged in, it doesn't appear to be doing much. It is adding details that I added in Substance, such as the diamond texture pattern on the knobs, but it doesn't seem to be smoothing everything out. From what I can tell it seems like the normal map is overriding the face shading in Substance but in Blender, it's just being overlayed on top, or something.
For starters, I've made sure to export my normals as OpenGL to use in Blender, and I've exported the normal map at 16-bit depth just to ensure there'd be no artifacts. The node in Blender is also using "Non-Color" color space.
Any help is very much appreciated. Thank you!
Replies
i didn't triangulate my mesh before exporting, but i did notice that a few tris in certain areas of my model would just not be shaded correctly in Blender, so i temporarily left them as N-gons before exporting to let Substance triangulate them. Exporting the triangulated mesh from Substance and applying the exported textures seemed to work, and now the model in Cycles looks pretty much identical to I-ray--i just find it so weird that my normals looked completely fine in I-ray until I exported them to Blender, very weird.
In the future I'll definitely be sure to triangulate everything before I export, since that seems to be the most surefire way of avoiding weird shading incongruencies from what i've read on other forums.
I like to use the Triangulate Modifier on top of the stack, since it's non destructive and the shading can be previewed.