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3d coat uv and normal map issues in substance painter


markli
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Hello every one! I am a beginning learner of 3d coat,I would like to ask a question,I unwrap uv and bake  normal in 3d coat,but when I export it into substance painter, it has problem like in the picture,I am very confusing a bout this..

co.jpg

sp.jpg

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Hello 

Check Edit > Preferences

Normal map software preset

Preferences.jpg

Noticed your normals were inverted. To eliminate seams and shading artifacts, SP and 3DC should use the same tangent basis.

Direct X and OpenGl are 2 programming languages that are made to control your GPU. Therefore there is some differences between them like the interpretation of the green channel of a normal map.

+Y or -Y for normal maps.

Hope it help

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thanks for your answer! I checked my preset ,it is correct,I just use substance painter to baked the normal map ,it seems good2.thumb.jpg.d0b2c3dac28d7499565ff54d37a48af7.jpg1.thumb.jpg.9c039bd65652218f2bb77e82b9d4f0c8.jpg ,but it still looks unusual on normal map, so maybe it  actually  is some thing wrong about the seams of uv map?

      any way,I am grateful!

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