Author Topic: Tangent Space  (Read 2286 times)

Hello,

The normals I've baked in 3Ds MAX don't sit alright on the model in Substance Painter. Even flipping green channel makes it look wrong from the other way around.
The same normal on the same model looks ok in Substance Designer.

What should I do?

Did you try to change the Normal map format?
You can do so in Edit > Project configuration.

Also can you share some screenshots of your problem ?
What file format did you use hen importing your mesh in Substance Painter ?
Don't forget your log file. It can be exported from the Help menu of the software.
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Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.

Hello

I used 3Ds MAX baked normal in Painter > Wrong result
Inverted green channel > Wrong result
Changed DirectX to OpenGL (with the green channel still being inverted) > Wrong result.
I used OpenGL with (not inverted green channel) normal > It works.

Thanks a lot.

You didn't answered my own questions. :)
Don't forget your log file. It can be exported from the Help menu of the software.
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Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.

Thought you wouldn't be interested in knowing since I said the problem is solved. Sorry. ^^
Mesh was .FBX and normal was .PNG
However, there was also one thing adding to that problem which was the normal was 16Bit when baked, and in painter I needed to import 8Bit normal map otherwise this was the result: