I have a weird Painter behavior where it change flat to smooth shading on decimated Zbrush hi poly object , It makes the baked normal map sort of blurry vs Designer or Blender bakers . Does anyone know a trick to workaround it ? Painter writes: [Scene 3d] [FBX] mesh normals are invalid (some values are null) and will be recomputed . I assume it's not low poly one because everything is fine with low poly normals. So why it recomputes hi res normals and doesn't just keep the shading flat for crisp details ? Is it just default behavior and I just haven't noticed it before ?
Is it ( softer looking normal map) a feature rather than a bag to suite better modern renderers? I have a discussion with a programmer that told me too abrupt change of pixel normals direction creates issues for modern real time renderers .
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If so it probably makes crap fbxs because it's weird. Run it through something that isn't before shoving it up painter
I've not put anything I made through painter in several versions but its unlikely that they'll have a general problem dealing with a valid fbx (they test some stuff before shipping)
I'd run it through max myself - you can trust that. second choice would be maya. I don't trust blender - especially with mesh normals