Thank you for your answers! I suppose then, that you have to kinda balance the normal's shading to obtain the desired result. Also, i dind't know that smooth shading doesn't work with hard surface. I always thought that shading smooth is a must before importing to substance painter, so thank you very much!
I'm having some trouble with the normals on my wall. The one on the right shades correctly, but when I rotate the object 180 degrees, the shading is reversed. Anyone know how to correct this? FYI, normals baked in Xnormal, rendered in UDK.
Shading breaking on small objects, second image the shading is not looking good, if I increase the size of the object and apply transform It will fix it, but I need the object to be small with transforms applied Is there a way to fix this without having to apply the weighted normals modifier?
No I meant just grab the viewport from whatever mode you usually model in. That should be solid shaded (key 5 in the viewport) and then shading>shade options>wireframe from within the viewport.
You're correct, "Shade Selected Faces" is bound to the F2 hotkey by default. My problem was that, even with this box checked, the faces won't shade if using a Hardware Shading preview with the D3D viewport engine.
Hey guys, how do you approach texturing models from Fusion 360 if even? This is an FBX export from a BRep to Mesh, medium refinement unwrapped in blender (No retopo). The shading looks correct in Blender but in substance painter the shading breaks.
shading is based on normals, old school "bumpmaps" were simply converted to normal maps, or used "directly" in "emboss bump mapping", which was a different type of shading hack (not suitable for a unified shading pipeline)
FYI here are the links to slides/course notes from SIGGRAPH physically based shading course 2012: http://blog.selfshadow.com/publications/s2012-shading-course/ 2013: http://blog.selfshadow.com/publications/s2013-shading-course/