Author Topic: Normal map export problem  (Read 2238 times)


I am trying to figure out how to export normal maps from Substance painter without surrounding area.

Not sure if that makes sense so here is in picture form.

This is what my racing suit looks.

My normal map from substance painter exported looks like this.

However the game expects normal map to be like this.

The outside of the UV unwrap to be black.

So when I import the model into game.
I get these nasty artifacts.

Also this is what the diffuse of substance painter export looks like.

but the game expects diffuse to be this (again without surrounding being baked)

I hope my question makes sense.

Been randomly trying millions of baking settings exports/templates for hours and cant figure it out  :-[


Set the padding option to "no padding" in the export dialog.
But removing the padding will likely cause issues when viewing the mesh from a distance unless the game engine somehow applies that padding at import time.

That works.

How could I not seen that option when exporting :(

So when I export into photoshop.

I am getting this.

So I exported the UV layout (unwrap wireframe) same size as my document.
Than I clean up the substance diffuse layer output surrounding using wireframe as guide and just paint it black.

end up with this.

Same with normal map etc.

And it works!

Second question.

The game shader uses 5 texture in total.

Normal Map.
MAP texture (I don't understand how this texture is made)
One fabric texture and normal map.

End result will look like this.

Game SDK comes with photoshop 2D templates and occlusion is already baked in.

This three textures are just on multiply with various fill and opacity percentage.

Could I use substance painter light to bake my own ambient occlusion?

And how can I set my workflow in substance painter to make it easier to work with game.


You can bake your ambient occlusion and curvature (the last map in your screenshot).
In your texture set settings window, add a new User channel.
You can use these in fill layers in your layer stack in that User0 channel and layer them the same way they are layered in Photoshop.
Then for exporting, you can create a new export preset in the Configuration tab of the export dialog to export that User channel along with the other maps.

 ;D ;D ;D ;D ;D

It works!

Baked AO and curvature in substance painter and created own export stack for photoshop.
Works perfect in game.

Also I think the third texture is RGB specular map

where RGB channels control

Red = intensity
Green = sharpness
Blue = reflectivity

Can I do this in substance painter too?

Also thanks for help!