I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
the programmer im working with needs to figure out how to read Obj (and i geus .mat)files for importing to our porco scene. any one got any export/import scripts for them. if not any ideas for other file formats that will export texture coords, materials (enviro) and vertex colour info.
Which game engine?---Secondlife Are you using exactly the same mesh in painter and game engine? ?---yes Was the mesh triangulated before baking? ?--- no What are your import/export settings at every stage? ?--- import fbx in substance no triangulation ,export smoothing
It looks like vertex index doesn't match. Blender has serious issues exporting. Try a workaround using a simple mesh like a cylinder with bevels. Use a cage, repeat the steps, and try to isolate the problem. It could be an importing/exporting issue.
You can get rigs that use armatures and/or shapekeys into Unity from Blender just fine, although shape keys only export if you turn off Apply Modifiers in the FBX export settings. There shouldn't be a difference in the final result in the engine.
Careful with 3dsmax 2014, its FBX exporter is broken. You have to export from a different version of max if you use FBX and mirrored normals. This also might be a viewport problem. Trying viewing the model and normal map in another viewer.
I have tried many export/import settings, and made sure that the vertex normals actually change when exporting/importing. The problem (I believe) is how the vertex normals are actually set up, as it doesn't even look correct in Maya.
Can you export these in other formats, like OBJ? It'd be great to design and test layouts in this, and then export them and fancy them up for other engines after you know it works. Also, wish we had something like this for Source.
I ended up using the fbx exporter from max and just unticking the export tangents and normals. Sketchfab generated normals fine and with a quick look I couldnt tell any normal errors with 3ds max tangent space normals
Yeah saw this yesterday but the site was down, just like now. :P Can't wait to try the tools, looks very Cryengine-ish from the the screens i've seen. Model exporter seems limited, hope there some .fbx exporter on the cards.