Home Adobe Substance
The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Oct 17. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

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
    Offline / 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. 
  • zzkkll
    Fabi_G said:
    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. 
    Hi! thanks for your answer, yeah i did as you said and the problem seems to be fixed, though it's really weird to me that every Blender to Substance tutorial doesn't even mention to triangulate the mesh i'm supposed to be baking and texturing, and after importing their texture it has a perfect lighting/shading and honestly i don't know what i'm doing wrong, i'm literally following every step lol

    I'm willing to share files if necessary though.
    Also about the UVs, yes they are messy, but the left UVs are back faces mostly so i didn't really care about them for now
  • Fabi_G
    Offline / Send Message
    Fabi_G veteran polycounter
    Hi! Nice that you were able to fix it. Many tutorials leaving this out is unfortunate. Whether the issue becomes apparent or not depends on the specific geometry. If this had happened with the tutorial mesh, they would have to deal with it as well. You could use the Polycount Wiki as additional reference: Texture Baking

    I understand about the UVs. I suppose if you wanted to optimize UV/ texture space, you could add some generic tiles to your texture atlas, to which you can then map such UVs (outside the 0-1 space to prevent overlapping bakes/ world projections).

    No need to share files If you say the issue has been solved. Good luck with your project :smile:

  • zzkkll
    Fabi_G said:
    Hi! Nice that you were able to fix it. Many tutorials leaving this out is unfortunate. Whether the issue becomes apparent or not depends on the specific geometry. If this had happened with the tutorial mesh, they would have to deal with it as well. You could use the Polycount Wiki as additional reference: Texture Baking

    I understand about the UVs. I suppose if you wanted to optimize UV/ texture space, you could add some generic tiles to your texture atlas, to which you can then map such UVs (outside the 0-1 space to prevent overlapping bakes/ world projections).

    No need to share files If you say the issue has been solved. Good luck with your project :smile:

    Hmm, maybe i've skipped information. I meant that every tutorial i've watched the mesh is never in tris, like, in the video you can see the topology the entire time and ppl don't tend to triangulate it, then they export it back (mesh still in quads) and the shading looks fantastic. That's why i'm hitting my head against the wall basically haha. I want to work with quads because it's cleaner for rigging deforming and other things, but it seems like the only way to make it work is with tris.

    I tend to UV unwrap in blender, then export .fbx from high and low poly (quads) then take everything into Substance (OpenGL) and then export new textures then import into blender. That's the workflow i've seen people do in many scenarios
  • stray
    Offline / Send Message
    stray keyframe
    zzkkll said:
    ...in the video you can see the topology the entire time and ppl don't tend to triangulate it, then they export it back (mesh still in quads) and the shading looks fantastic
    There is a checkbox to Triangulate on export without using a modifier. So if "bake-mesh" topology was triangulated in those tutorials you might not see it unless it was specifically shown in Substance Painter.
    The triangulation result should look the same way as Blender presents mesh by default (I think?). So when you apply textures baked with triangulated mesh on original quad mesh it should look correct. While in Blender that is.
Sign In or Register to comment.