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Weird light artifacts after baking and exporting

Hi! i'm having issues with the normal map (i think). It's giving me these weird light artifacts when i import the textures into another software

My workflow is: UVs in blender, then bake and texture in substance, then export textures and import them in blender



this is how it looks in blender


substance painter


Also tried importing into Marmoset


UVs

I guess it has something to do with triangulated quads or something, since thats how the light looks, like it's triangulated.
However, i've textured before like this and never had this issue, always worked with quads, never with tris, so i'm not sure about what i'm doing wrong.
Any help is more than welcome, thanks!

Replies

  • Fabi_G
    Online / Send Message
    Fabi_G veteran polycounter
    Hi! Blender has a Triangulate modifier (keep normals option to preserve shading), which makes it easy to work with quads and triangulate on export. I recommend triangulating to ensure topology (and as a result mesh shading) is the same across softwares.

    Since you shared UV layout, I'll note that there's a lot of unused space and lots of UV borders/ strips not being straightened, likely leading to aliasing along UV seams.

    There might be other things contributing to the final result (hard edges without UVs is a common one). If you want a thorough look, you need to share files. 
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