Author Topic: Baking - Strange result  (Read 15168 times)

Hi, ou salut pour les amis ;)

I wanted to compare Baking on Painter with other software I use.
I had a surprising result.

We can compare the different results.

The rendering in the Substance painter editor window is good.
But if I export and use this normals in another software it does not work at all.

There is an error in some places, especially on the rounds that have seen here.

Do you know what's wrong?


Merci pour le coup de main. =)
J'espère que c'est juste un problème simple, car j'aimerais centraliser mon workflow avec Substance.

You didn't provide your bake settings. If your file contains several meshes are you baking by mesh name? You should also convert your mesh into Tris prior as well.

More information is needed. Can you provide your settings plus the low and high so someone can test?
I teach people how to use Substance Painter. :)

i use the default settings.

My 3D model contains only one mesh (no sub mesh)

If i triangulate i have the same result.

I'm not sure what you're looking for as nobody can even test the bake to see as you're not providing a low and high poly mesh.

If you cannot provide this exact mesh, can you duplicate it with one you can provide?
Last Edit: November 25, 2019, 05:41:07 pm
I teach people how to use Substance Painter. :)


I have shared the low poly mesh and high poly.
You can download the ZIP from my google drive.

I tested a lot of 3D models on a lot of baking software like Xnormals, Marmoset, 3dcoat.
Normals map look like similar. But with Substance Painter i have rather strange results.

I've done some tests on Painter alone and here are my results.

Keep in mind that when I reviewed your mesh I found that you do indeed have split parts... in other-words your geometry isn't flowing from one piece throughout. This means I would normally split the mesh and bake by mesh name _low _high. I also did separate smoothing groups in my final test. You also didn't apply the scales prior. I did some tests to show you this as well.

[Separate Smoothing Groups]

You also have issues with your low poly mesh as your edges could use some more work to match up to your high poly better.


The first test was baking the meshes you provided as is which were not separated, and the scales were not applied.

The next test was the same, but I applied the scales.

This test is now with the bake by Mesh Name:

And the final test is by Mesh Name with seperate smoothing groups:

When I load your mesh into Blender I get this without normals:

and with the final test normals:

I don't have any more time today to do tests in xNormal or other bakers.
I teach people how to use Substance Painter. :)

"I don't have any more time today to do tests in xNormal or other bakers."
You helped me a lot !!! Big thanks for your time.

I will look at it. I know where to look now.

my concern is that I work with Cinema 4D and i can not handle the smoothing groups like 3DS, and i can not "apply scale" in C4D.
But i will find the best workflow to work with C4D and SubPainter.

Last Edit: November 27, 2019, 10:29:13 am

All right, everything is working properly !  ;D

after some research, I noticed that I had forgotten an option like a noob....  :-[

In Cinema 4D, in export window, I forgot to check an option.
-> "Geometry / Normals"

For all C4D users, dont miss this option ! ;)
Tic Normals option in Geometry Tab in Export popup (fbx export).
Split your 3D model into several subparts if you want to bake subparts separately and uncheck "Create a texture set per UDIM tile" in Substance Painter popup import settings !

And now everything works.

I have tried to bake with separate meshes, and it works.

Again, thanks for your time CAGameDEV !
Last Edit: November 27, 2019, 02:38:59 pm

No problem.

For baking by mesh name use:

Glad you're up and running. Have fun!
I teach people how to use Substance Painter. :)