Pbr workflow for Wildcat

Discussion started by al3xxxgm

Hi. I sent my 1st model for QA process. After review, I was informed of a problem with shading.

In Substance Painter everithing is fine.

What I've done:

- Made 1 Smoothing Group per uv-island

- Exported it in FBX without Tangents and Binormals

- In SP checked "Calculate Tangents per fragment"

- Baked Normal as OpenGL

Could someone explain what the problem is here?

PS Could it be that OpenGL changes to DirectX somehow during export?

Answers

Posted over 4 years ago
0

Ok. The problem was that DX was chosen, not just Normal

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