Substance Painter Normal Map Not Showing

Substance Painter Normal Map Not ShowingNormal map export doesn't work correctly. That was another question I had. OmniPBR Normal Map Flip U Tangent. And this is how the object looks without the normal map applied to the object. Normal map not working as in blender. Some of the links on lesterbanks are "affiliate links", a link with a special tracking code. As the title suggests, I've imported some maps that I previously exported from substance painter. The medieval period is itself subdivided into the Early, High, and Late Middle Ages. I'm a beginner to substance painter and to texturing in general, and I'm trying to get used to working with Xnormal for making normal maps, . This behavior can easily be edited by clicking on the little arrow next to the substance material or the. I've been trying to bake my normals but I always get these messages: - [Scene 3D] bad allocation - [Scene 3D] Failed to load 3D scene. When used as a normal map (not as a. Any help you guys could provide would be. A physical map shows the location of landforms and features like rivers, lakes, ocean, mountains, valleys, deserts and different land elevations. parachute waffle lounge set. Substance Painter PBR Map V-Ray Material slot Diffuse / Base Color Diffuse Normal Bump (as a normal map) Height Bump, Displacement. -In substance make sure your mesh is triangulated before you bake the normal map. In fact, the technique shows that UV’s are not necessary, and that you don’t even have to have geometry to create a look dev workflow. But in Blender the normal maps makes it look skewed and not flat per say. Substance painter bakes the normals properly (I think, at least from what I can see in the preview it does) but when I choose to show only the normals in the viewport it only shows me the black and while dotted grid, what can I do to fix that?. Offline / Send Message Rivfader polycounter lvl 2 Oct 2020 Images here:. These maps accept transparency. In substance it doesn't look like that. Important info: This is not a texture seam (there is nothing to do with tri-planar projections), it is definitely a normal map seam (checked textures with a native Marmoset's seamless normal map - there is no seam, it appears after Substance Painter). Check the complete course here:https://www. When I used substance painter to bake the normal map, there would be baking errors on the edges and corners. Search: Substance Painter Normal Map Not Showing. getting-started-substance-painter-a3. Changing this mode to replace indicates to Substance 3D Painter to only take into account the normal channel and the height channel when generating the final normal map. Seams are visible after baking a normal texture Issue Normal map seams are visible at the UV borders of the mesh even after a clean bake. In order to override/paint the normal map it is important to set this setting to replace instead. Layer Painter - PBR texturing in blender with layersLayer Painter is an addon for Blender 2 Substance Painter Quick Tip When you bake normal maps in Substance Painter, you can easily add a new layer with some Substance Painter - Painting Normals Substance painter uses images or color and is not node based It can use procedural generators, that. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. How to use Displacement maps in Substance Painter (Update 3). But there is one little problem. All of the tiling options you have with Substance Painter will allow you to create tileable normal maps. Switch the node's Color Space from sRGB to Non-Color. create an anchor point from this layer. Normal map (Bump mapping). Substance Painter Maps not working (Maya 2020, Windows 10) So I've tried fixing this problem for the past 3 Days and I just dont know what to do anymore. Problem with Normal map from Substance Painter. When exporting my textures and some weird stripes appearing on my normal maps and I have absolutely no idea why. I've got other textures that I baked that are showing up just fine - the AO map. Files: All files need Substance Painter 2019. And here are the export settings in Substance Painter if it helps. bad allocation - Highpoly scene was required when baking Normal Map from Mesh but could not be loaded. Hi, the issue you're facing is because Substance Painter uses the Mikk tangent space and Maya viewport and Arnold use something else. I just baked it in Substance Painter and got a decent normal map. The normal map works perfectly fine inside of Maya. The bright cyan areas in the normalmap for these stones show a steep modification to the polygon's surface normals at the top edge of each stone, causing them . Layer Painter - PBR texturing in blender with layersLayer Painter is an addon for Blender 2 Substance Painter Quick Tip When you bake normal maps in Substance Painter, you can easily add a new layer with some Substance Painter - Painting Normals Substance painter uses images or color and is not node based It can use. When loading a normal into the current tool of fill layer, this one can appear incorrect if it's an OpenGL normal map. But when I do, this happens: There's some issue with those faces. I thought that the height map for export shall be converted to a normal map and combined with the normal base and the normal channel is not needed. Hi, the issue you're facing is because Substance Painter uses the Mikk tangent space and Maya viewport and Arnold use something else. What normal map format are you using in Substance? (Edit->Project Configuration). 0 in material as well as in Corona normal map node), or maybe map isn' . The problem is that Substance Painter ignores the transparency of the normal map. com/course/substance-painter-express. Curvature Map not working. The reason is quite simple : the engine of Substance 3D Painter assume that loaded normal map are DirectX by default. This is the model after baking. This is not a texture seam (there is nothing to do with tri-planar projections), it is definitely a normal map seam (checked textures with a native Marmoset's seamless normal map - there is no seam, it appears after Substance Painter). the issue that is not showing any details. If you want to enhance the strength of the normal map use aiNormalMap instead of bump2d. Check if the cage (low poly model) is big enough to cover the high poly model. This problem does not exist with map alebedo, or hight. If it does not cover completely, then that's how you get the black areas. I have successfully done it before in the past with other objects, but for some reason this one is coming out looking like this. I'm not really sure which format Arnold uses, but I would advice to just experiment with the Flip en Swap settings in de Arnold section of the bump2d node. In aiShader -> Specular set Microfacet Distribution to "beckmann". Create at least 1 strong light in your scene to get a visible highlight (and set a warm color to match the look of Substance Painter). exr file you can do this: Import the low res object to SP. Normal map not working in Substance Player I have substance designer and player right now, but when I publish out of substance designer into player, the normal map goes really wonky. I’ve tried adding some more geo to the problem areas where the artifacts are showing but nothing I’ve tried seems to work. Hi @ks741119. Even after a perfect bake, seams can still be visible. It's called 'Normal Mixing'. I also went from Substance Painter 1. Stoff1979 New Here , Oct 26, 2021 Hello, im running into problems with 2D exports. A bit hard to explain the concept but I hope you can understand what I mean. -In Maya you must use that exact same mesh, the triangulated one to apply the normal map to so the triangle direction doesn't flip. In the thumbnail of the Normal Map I can see that it's there, but it's not showing on my mesh in the viewport and if I export the textures to a folder the . I'm not really sure which format Arnold uses, but I would advice to just experiment with the Flip en Swap settings in de Arnold section of the bump2d node. Here are the nodes that I use with blender. Normal map not working in Substance Player :: Substance. Here is the seetings I use for the baking. I though the shadows where coming from the smoothing groups so I removed them and baked within 3ds max, the normal was slightly better, but. So I changed it to 'Combine' and my. But the normal channel is like this: If I firstly export the Normal Map and then add it back to Mesh Maps/Normal Map in Texture Set Setting, 3D view can show it correctly. This is very helpful for correcting. You can use that map in Substance Painter as Height map. 3 years ago Normal maps not showing up in the viewport. Load the map to the Height slot. and this is the "Normal + Height + Mesh" channel. Jack4607 Nov 20, 2016 @ 9:20am. Difference between Displacement, Bump and Normal Maps. So I changed it to 'Combine' and my normal map now looks great. But the normal channel is like this: If I firstly export the Normal Map and then add it back to Mesh Maps/Normal Map in Texture Set Setting, 3D view can show it correctly. Height to Normal? Hey, So I have been learning substance painter, and am currently attempting to export my textures to photoshop. When loading a normal into the current tool of fill layer, this one can appear incorrect if it's an OpenGL normal map. Both Lo and Hi poly are included Using Substance Painter ver. By the end of the lesson you will have the skills necessary to create complex normal maps on your own hard surface models. The main objective of a physical map is to show landforms, bodies of water and other geographical features. the issue that is not showing any details. substance painter to blender normal mapusp reference standard expiry dateusp reference standard expiry date. I thought that the height map for export shall be converted to a normal map and combined with the normal base and the normal channel is not needed. In fact, the technique shows that UV’s are not necessary, and that you don’t even have to have geometry to create a look dev workflow. The action will take an input normal map and automatically. How do Normal Maps work in Lumion 12 and newer versions?. My low poly mesh is UV unwrapped and the low and high poly mesh are perfectly aligned. Creating Normal Maps in Substance Painter from ZBrush. < > Affichage des commentaires 1 à 4 sur 4. Substance 3D Painter generates Mesh Maps by baking mesh information. The default setup of a project in Substance 3D Painter doesn't allow that, as it computes the normal channel. You can use that map in Substance Painter as Height map. 3 or newer to open Maya 2020 and PhotoShop CC are also used briefly in some lessons Video Tutorials There are 11 Video Tutorials averaging about 10 minutes per video. Even if I made these three surfaces into a smooth group in 3dsmax, the problem still appeared. the issue that is not showing any details. Substance Painter 1. - Highpoly scene was required when baking Ambient Occlusion Map from Mesh but could not be loaded. Population decline, counterurbanisation, the collapse of centralized authority, invasions, and mass. Baking can be quite tedious, luckily most artifacts can be easily fixed inside Substance Painter. substance painter to blender normal mapusp reference standard expiry dateusp reference standard expiry date. Height map have information which i want to have on normal map, because not all software works good with height maps as bump. 1 needs Normal channel?. The reason is quite simple : the engine of Substance 3D Painter assume that loaded normal map are DirectX by default. Re: Curvature Map not working. But the normal. The reason is quite simple : the engine of Substance 3D Painter assume. Many filters and materials adapt to the geometry of a 3D mesh by looking at these baked textures. Learn how to take your high resolution mesh in ZBrush and create a normal map in Substance Painter in this free tutorial by dcbittorf. You can test that things are functioning correctly by drawing on the . As the title suggests, I've imported some maps that I previously exported from substance painter. Height to Normal? :: Substance Painter 1. However the colour difference is not an artefact. Any ideas what has happened, and how I can . Normal maps (from Substance Painter) not drawing …. Create a fill layer (Turn off the unnecessary channels in that if you want) Set the UV Scale to 1. But when I do, this happens: There's some issue with those faces. I baked the normals in Substance Designer and they come out perfectly. This is not a texture seam (there is nothing to do with tri-planar projections), it is definitely a normal map seam (checked textures with a native Marmoset's seamless normal map - there is no seam, it appears after Substance Painter). It is like an SP shader problem. Xnormal normal map not rendered correctly in Substance painter. I also went from Substance Painter 1. If it's DirectX, try OpenGL, or vice versa. Monica goes over how to bake a normal map using Substance Painter using tools like baking, OBJs, and so much more. The normal map that I export from Substance Painter is in OpenGL format. 01 Antialiasing – SuperSampling 8X8 Match -Always Low/High poly mesh Suffix *unchanged* *Every other mesh map is set to default*. Curvature Map not working. Most people imagine that software like Substance Painter is projecting both the diffuse/albedo and the normal at the same time through the brush when it is actually similar to this set up using a stencil. In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character. And when I bring that into Substance to bake, this happens: So, I'm at a loss as to why this is showing up in my normal map. Exported Normal Maps have weird stripes on it. I have successfully done it before in the past with other objects, but for some reason this one is coming out looking like this. Normal maps (from Substance Painter) not drawing correctly in. Substance Designer Normal Map not working — polycount. Explanation Even after a perfect bake, seams can still be visible. It likely the normal maps. Typically, bump maps are grayscale images that are limited to . But if I want to add more detail, 3D viewport ignores it again and I have to do the export normal map, re-import normal map trick again to see how it looks like. In Substance Painter, the bake looked fine, but when I applied the normal map in Maya, glitches appeared and same as Unity. Any help you guys could provide would be greatly appreciated. Important info: This is not a texture seam (there is nothing to do with tri-planar projections), it is definitely a normal map seam (checked textures with a native Marmoset's seamless normal map - there is no seam, it appears after Substance Painter). There's ways to fix that, but they currently won't show up in the . Blender screwing up normal maps from Substance Painter?. The layer blend function is set to normal. Not every program calculates the average of the vertex normals the same way. Painter Map Normal Substance Showing Not. When I bake the textures from my high poly mesh, I can see the ambient occlussion has been applied directicly to my low poly mesh in the view port, but no normal data. This is not a texture seam (there is nothing to do with tri-planar projections), it is definitely a normal map seam (checked textures with a native Marmoset's seamless normal map - there is no seam, it appears after Substance Painter). Which means right now, this normal map is all I have. Important info: This is not a texture seam (there is nothing to do with tri-planar projections), it is definitely a normal map seam (checked textures with a native Marmoset's seamless normal map - there is no seam, it appears after. Painter automatically combines height and normal information into a normal map. All I did was snap both meshes to the origin of the grid (0,0) and exported as OBJ then baked in Substance. SOLVED: Hard surface brushes not showing??. I baked the high poly details on my low poly mesh. The normal map will disappear from the viewport, but that is expected. I've got all my textures set to jpeg in designer and the normal maps set to RGB. what I don't understand is what is different about the substance painter viewport, such that it can display this model & normal map without any . This video goes into detail on how to bake normal maps in Substance Painter from Blender, and common mistakes that can mess up your result. 1 - Changing the Texture Set blending mode By default a Texture Set is created with the normal mixing setting set to combine. If you don't have an actual normal map channel, it'll export as a blank. The map has transparency. Substance Painter Maps not working (Maya 2020, Windows 10) So I've tried fixing this problem for the past 3 Days and I just dont know what to do anymore. strangledCAT Aug 13, 2016 @ 11:16am. Baking can be quite tedious, luckily most artifacts can be easily fixed inside Substance Painter. Learn very quickly the basics tools of Substance Painter. When you export the maps, which you need to do to get the maps in your engine, the height is converted to normal map. This will flip the direction of the normal map (from pushing in to pushing out, or vice versa). Let me know if this helps! All the best, Sean Heasley. Learn how to take your high resolution mesh in ZBrush and create a normal map in Substance Painter in this free tutorial by dcbittorf. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future. I don't understand what's the issue. As you can see from the picture (hopefully), when I apply the normal map the wall looks wet / shiny. It looks like it's adding a lot of detail that doesn't need to be there. The 3D viewport shader seems not using normal channel at all. The Highpoly model is from Mudbox and the Lowpoly one is. Maps are important to locate important places, study and compare different locations and even predict the weather. Substance painter exports DirectX maps by default, whereas Blender assumes the maps are in OpenGL configureation. What normal map format are you using in Substance? (Edit->Project Configuration). Try baking a normal map (make sure you don't bake anything else unless you want all other maps replaced), and exporting all your textures. 79 and have had the same issue with Blender Eevee. Creating Normal Maps - Substance Painter Tutorial[1hrs 41min] Project Files Included. Substance painter bakes the normals properly (I think, at least from what I can see in the preview it does) but when I choose to show only the. However, in Substance Painter, I'm getting a lot of visible differences in the textures. As you can see in both the images, there are seams that are quite visible. ) Another solution may be that it's getting gamma. The normal map will disappear from the viewport, but that is expected. This problem does not exist with map alebedo, or hight. Can someone please help me with this problem? Every model has these stripes on its normal map. A normal Map node is for getting the bumps from the normal, and I chose blue for the original shader so it would contrast to see the effect. The reason it appears wrong is because the normal map is using tangent space (which is what you usually want) - tangent direction is based on the UV map, so there will usually be a difference in colour where there is a UV seam. You can apply the same techniques to the other maps. Baiscally, Blender is reading the normal map wrong and flipping the orientation of some normals. And when I bring that into Substance to bake, this happens: So, I'm at a loss as to why this is showing up in my normal map. Hi Creators,Have you ever looked at a 3D model and wondered how they kept it so low poly but the model has so much detail?. Your lighting is very flat, so small details will not be emphasized. The reason is quite simple : the engine of Substance 3D Painter assume that loaded normal map are DirectX by default. Create at least 1 strong light in your scene to get a visible highlight (and set a warm color to match the look of Substance Painter). Normal map looks incorrect when loaded in layer or tool properties. If I connect the height map with the bump node the height is not represented correctly as it was created in substance painter. You can take a high-resolution mesh and apply those normals to something that has much lower detail. My bet is that you have the wrong normal format. substance painter to blender normal mapusp reference standard expiry dateusp reference standard expiry date. The 3D viewport shader seems not using normal channel at all. How to Quickly Bake Normal Maps Using Substance Painter. A normal Map node is for getting the bumps from the normal, and I chose blue for the original shader so it would contrast to see the effect. Substance Painter should convert your height map to normals and combine upon export. I'm having an issue with curvature map. Normal maps from substance painter don't appear at all on object. This can lead to differences in . Split my model into tow parts, bake with xnormals at 4k, and compile the maps (2 sets) into one texture, I imported it into substance I got a bad bake and terrible shadows. When I brought it over to unreal, the normal map looked mostly fine These artifacts don't show up on Substance Painter nor Marmoset . Learn how to Bake Maps, Use Mirroring, Radial Symmetry, Importing Custom Text, Masking, Creating Straight Lines, Using Stroke Spacing, Exporting Maps and more. It paints an element, but it also removes normal information from the layer below where the stencil should be transparent. Here are some tips or troubleshooting when you have problems with your normals not displaying correctly in Substance Painter. Never had this problem in Substance Painter 1 and I'm probably missing something really simple. What do I use as the "cage" object in the baking parameters. Normal maps not showing up in the viewport. Originally posted by DINKy: Found the issue that I was having. The main reason being that a normal approximate surface information into a texture. No additional resolution is added to the model as a result of a bump map. 1 in steam during project and in the beginning it worked well. In this guide, I use the "Document channels + Normal + AO (No Alpha)" for the export configuration so that an ambient occlusion and scattering maps can be used. 1 needs Normal channel?. My exported texture doesnt look like the 2D view in Substance Painter, Normal Map is missing and also the lightning is totally different. Hitpawz The normal map is in the correct place but no normal map features are showing up. It only happens when using PBR Metallic Rougness Shader! Not with PBR Spec/Gloss shader. If this is a problem install update 1 for Maya 2018. The issue I have is that all the height detail is stored in the height map, but the engine i'm learning on (arma) only allows normal maps. I've tried using the original object, before it was sculpted, and putting the normal on there along with using the exported obj of the level the normal was made for. I’m not sure if my unwrapping may have something to do with it. Substance painter bakes the normals properly (I think, at least from what I can see in the preview it does) but when I choose to show only the normals in the viewport it only shows me the black and while dotted grid, what can I do to fix that?. Also the position of your low poly object can do this if the frontal distance is not reach by the raycast, you can manually export a cage if you want to be sure or play with the raycast distance setting until it work. Does Blender have problems with height maps created in substance. In some situations, it can be useful to be able to paint over the baked normal map in order to hide details (or even fix baking issues). Substance Painter: No UV’s? No Geometry? …No Problem. If it does not cover completely, then that's how you get the black areas. My bet is that you have the wrong normal format. But in Blender the normal maps makes it look skewed and not flat per say. I also went from Substance Painter 1. As you can see in the attached photo everything looks fine there (bump mapping, metalness etc). If the displacement texture is a 32 bit/channel. 3 Baking configurations OUTPUT SIZE - 2048 x 2048px Dilation Width - 5 Apply Diffusion – checked Max Frontal Distance -0. For better visibility in diffuse lighting situations use real geometry and not bump or normal maps. The map has transparency. This tutorial will walk you through how to create normal maps inside of Substance Painter. I've tried using the original object, before it was sculpted, and putting the normal on there along with using the exported obj of the level the normal was made for. Maybe normal map intensity is set too low (normally it should be set to 1. And it's not just part of the normal that's black, it's the whole map. Yet, the issue is with the curvature map is not showing any details. If you fail to provide Painter with normals, tangents and bi-tangeants ; Painter will recalculate them. Features shown include mountains, deserts and lowlands as well as lakes, rivers and oceans. In the thumbnail of the Normal Map I can see that it's there, but it's not showing on my mesh in the viewport and if I export the textures to a folder the normal map has no data on it. Hello, im running into problems with 2D exports. Search: Substance Painter Normal Map Not Showing. I’m not sure if my unwrapping may have something to do with it. I've created some UV Maps for a model I have to do for university,. If you want to enhance the strength of the normal map use aiNormalMap instead of bump2d. And it's not just part of the normal that's black, it's the whole map. As you can see in the attached photo everything looks fine there. The darkend, shadowy face appeared. The problem is that Substance Painter ignores the transparency of the normal map. You can apply the same techniques to the other maps. There are many different types of maps, including floor plans, topographical maps and. Lemenus polycounter lvl 4. Substance Painter 1. and this is the "Normal + Height + Mesh" channel. Imported Normal Maps not Working as expected Eyzek New Here , May 24, 2022 I'm having an issue when I import a normal map in from zBrush. Normal Map Baking problem in Substance Painter (Solved). Search: Substance Painter Normal Map Not Showing. When exporting from any modeling software check the different parameters, you should be able to export those data with the. When making a physical map, different colors are used. You can use that map in Substance Painter as Height map. and I imported the normal map into Substance Painter, there is no problem. Hi guys, I've been having issuse with baking Normal maps since upgrading to SP2. In the thumbnail of the Normal Map I can see that it's there, but it's not showing on my mesh in the viewport and if I export the textures to a. However, the normal map is not displayed correctly in Octane. (Basically, flip the green channel. Normal map looks incorrect when loaded in layer or tool properties When loading a normal into the current tool of fill layer, this one can appear incorrect if it's an OpenGL normal map. This behavior can easily be edited by clicking on the little arrow next to the substance material or the. Mesh maps can be used to give more information related to the mesh geometry and enhance the look of materials. For those wanting to invert a hard surface normal stamp in Substance Painter, you need to right click the layer > Add Levels > Affected Channel: Normal > Select Red, then Invert > Select Green, then Invert. 3 years ago Normal maps not showing up in the viewport. You can see our model and UV map appear. 2 - Setting a fill layer with the baked normal map. Substance Forum » Substance Painter » Technical Support » Hello, I'm wondering if someone could tell me why my hard surface normal map brushes are not showing. Hi everyone, I'm having an issue with curvature map. 3 Baking configurations OUTPUT SIZE - 2048 x 2048px Dilation Width - 5. The technique involves a simple Photoshop Action that will convert normal maps to curvature maps that end up being more Substance Painter friendly. To paint normal map details: Add a normal channel in the current current Texture Set (if not already present) . There are two different standards for Normal Maps - DirectX and OpenGL. Check if the cage (low poly model) is big enough to cover the high poly model. I have trouble to use a normal map which is generated in Substance painter. So I changed it to 'Combine' and my normal map now looks great. I've created some UV Maps for a model I have to do for university, exported them as FBX and textured them in Substance Painter. It looks fine in the paint room, but when i load it in substance some parts, not all, are inverted. Baking can be quite tedious, luckily most artifacts can be easily fixed inside Substance Painter. I'm having an issue with curvature map. hello everyone! i've been trying bake the normal map from a high poly mesh several time in different ways but… when i bake the normal map in . About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators. Make sure you have uv on the low poly and if you have them then sometime just restarting SD did the trick for me. Import the displacement texture to SP. So I've tried fixing this problem for the past 3 Days and I just dont know what to do anymore. However, when mapping them to a normal map in blender, the seams disappear and there are no issues. I’ve tried adding some more geo to the problem areas where the artifacts are showing but nothing I’ve tried seems to work. Sometimes the texture lack precision or has to compensate too much between the low and high poly geometry to be accurate. If this is a problem install update 1 for Maya 2018. Normal map seems to work fine. You can also try flipping channels in Photoshop to fix it, link here on a thread about it. I have also tried disabling the compression on the normal map but with no success. Otherwise, do not mark texture as sRGB and use texture data as it was read from the texture. The configuration we have selected for export in Substance painter is set to Unity 5 (Specular) and we have attempted multiple configs. The main reason being that a normal approximate surface information into a texture. I've been trying to bake my normals but I always get these messages: - [Scene 3D] bad allocation - [Scene 3D] Failed to load 3D scene. When loading a normal into the current tool of fill layer, this one can appear incorrect if it's an OpenGL normal map. It's called 'Normal Mixing'. The normal map works perfectly fine inside of Maya. Adjust Weight on Diffuse and Specular. Adding a Normal Map to the material will make it appear more It does that based on the Displacement Map and not the Color Map:. That doesn't sound like it would be a problem, but it doesn't work at all for me. Which means right now, this normal map is all I have. Normal maps (from Substance Painter) not drawing correctly in Arnold. Normal maps not showing up in the viewport. By default, it's set to 'Replace'. Both Lo and Hi poly are included Using Substance Painter ver. So depending on this setting you need to flip the G-channel. Depending on the project settings in Substance Painter, you export the normal map as in DirectX format (-Y) or OpenGL format (+Y). Normal map seams are visible at the UV borders of the mesh even after a clean bake. Your lighting is very flat, so small details will not be emphasized. Help would be much appreciated. Substance Painter Quick Tip--When you bake normal maps in Substance Painter, you can easily add a new layer with some normal map details, however editing the. I though the shadows where coming from the smoothing groups so I removed them and baked within 3ds max, the normal was slightly better, but. The first image would probably be OK with anti aliasing, padding and straight uv shells. Substance Painter Maps not working (Maya 2020, Windows 10) So I've tried fixing this problem for the past 3 Days and I just dont know what to do anymore. Here is how it looks like in 3D viewport. It also helps to have the main edges of the uv shell either perfectly vertical or horizontal, as the texture map is still made of pixels which are basically tiny squares, and any other angle in the uv shell edge will create artifacts when trying to follow a straight line. Hello! I'm a beginner in Substance Painter and run into a lot of issues with my normal maps. In file3 (Roughness) -> Color Balance raise Alpha Gain and maybe Alpha Offset a little. The Middle Ages is the middle period of the three traditional divisions of Western history: classical antiquity, the medieval period, and the modern period.