I am having an issue on most of my flat surfaces going from Substance Painter to Marmoset 3. It looks like this is centered around the triangulated edges for some reason, making the mesh look "squishy" in Marmoset. I have tried a number of things, from forcing my Max export to Marmoset to not triangulate in Marmoset, to…
I've been baking all of my maps with Toolbag 3, and the results are really outstanding. BUT! When I do my baking with a pair of OBJs (high & low poly), and then apply the resulting normal map to an FBX, I get weirdness around the seams... always the goddamn seams. OBJ FBX Any solutions?
Hi all, I'm having issues with baking my Normal Map properly for my chair prop here in Substance Painter. I don't know what these weird lines are and everything. Everything else on the model seems to be alright, but I can't figure out where these are coming from. Is it something that I need to do with my low or high poly…
i was working in a dota 2 ward project and wanted to bake out the normal maps using Xnormal. i made the lowpoly using 3D-coat and made the UV's using Maya 2011 (1500 tri low poly). i made the lowpoly cage as well using Maya 2011 and wanted to know why i am getting projection error like that?…
Hi people. I have these models: And I want to do the Normal Map and AO in Substance Painter. The first model looks like this after the baking: And this is the result with the second model: I can correct the problem in the frontal faces increasing the "Max Frontal/Rear Distance" on the Baking options. But that cause errors…
I baked this normal map in Substance designer, again, I got no idea if its a good one of a bad one. the area with the gradient fade, is the vertical poles of the cage. how comes the above normal map is different to the original one???
I know that this post is old. But if it helps you, for pixel art painting in substance painter you can use the PIXEL8R paid plugin by ActionDawg, it is very versatile and you can even make pixel normals with it. A lot of games are currently using it.…
Since I haven't been able to move on much, I just finally decided to just bake them separately and not in the same groups since they seem to work without issue that way. Using masks with and without padding to copy and paste the normals in photoshop. The mask without padding is so I can erase intersecting padding without…
Max will accurately capture any bump or normal map that is applied to the surface of a target object in addition to any geometry differences between the two models. People use this to put tile materials like marble or wood, on their high poly models and bake those down, it captures diffuse, spec and bump/normal so you're…