Please help, I have a problem with exporting textures from substance painter to 3ds max Corona

Discussion started by 333altair333

The link below has photos to which I will refer.

Hi! I have 2 models, low poly and high poly (photo 1) at the link

I have successfully baked textures from highpoly to lowpoly in substance, here is the result that would satisfy me (Photo 3)

and now we come to the export of textures (I do it all for the first time) here are the settings, I hope I didn’t miss anything (Photo 4 and 5)

so far I'm only exporting the normal map, and since there were problems with the directX normal map for the first time, (we'll get to them later)

I decided to export and openGL in short export 2 different copies of the normal map(photo 5)

so I load both normals in max with gamma 1 with these settings (photo 6 and 7)

and now I apply it to the low poly and this happens (photo8)

connected different normal maps, directX and openGl nothing changes, I don’t understand how to fix it, in substance painter everything looked good

link with photos:

https://drive.google.com/drive/u/0/folders/1sU_zLW...

drive.google.com/drive/u/0/folders/1sU_zLWGuzRXlLdXcES781S4yDVKrOeR8

Answers

Posted over 1 year ago
0

Can you show us your uv unwrap?

Does your geometry have explicit vertex normals?

333altair333 wrote
here are screenshots https://we.tl/t-HEIb10M2vh
333altair333 wrote
I baked a texture from a high poly model to a low poly model in Substance Painter, exported only the normal texture to 3d max, applied it to the low poly model in my link there are screenshots about it, I haven't worked with textures and baked yet I exported 2 normal maps directX and OpenGl because I didn't know which one to use
Posted over 1 year ago
2

3dsmax uses DirectX, Cinema4D and Blender use OpenGL, depends but it doesn't matter as long as you flip the green channel. Most render engines give you that option in the Normal node these days in case. Just label it correctly for others so they know if its OpenGL or DirectX when selling the model.

Hard to see from your screenshots, it kind of looks like you have some pinching along the edges but would need to see your model with a checker map and proper UV layout with wireframe overlay.

3DCargo wrote
3DCargo
I also advise using 16bit normal textures, 8bit jpg is usually for real-time/optimized stuff.
3DCargo wrote
3DCargo
Having a closer look at your smoothing groups you have 1 smoothing group across the entire object? This will certainly create issues along creased edges. Also take note that on your low poly all your hard edges are not beveled, even 1 subdivision along those edges will be better than relying on a normal texture. Normal textures are good for detail, if you use normal textures for areas that affect the silhouette you will run into issues.
333altair333 wrote
yes, I used one smoothing group for the object, because if I assigned different groups, then distortions appeared between the groups,(please look at new screenshots in my link below) photo 2 and 3 and if i use one smoothing group, then after texture baking everything looks good in substance painter, I can’t understand why it looks good in substance painter and after exporting to max it looks bad, on the same model as you can see in photos 4 and 5 and 8 https://we.tl/t-gBnnRgp4Sj
3DCargo wrote
3DCargo
As @LemonadeCG mentioned, split the UV shells at every hard edge. Currently you only have these on the bottom/back side of the helmet, I would do these also around the top edges. Have a read through this shorturl.at/mpT16
Posted over 1 year ago
2

It's most likely those shading artifacts are because your workflow is not synced. You're baking normal map in substance painter, which supports only MikkT tangent space and then rendering low-poly mesh in Corona, which supports only 3ds Max tangent space, this unsynced wokflow and it's prone to heavy artifacts. You have several options how to deal with this. First is to sync the workflow, i.e. bake and render in the same tangent space. You need to find the baker which supports 3ds max tangent space, or change the renderer that support MikkT tangent space. Second option is to reduce mismatch between low-poly and high poly mesh normals, so that normal map would not have to work so hard. You will likely still have some artifacts if your workflow won't be synced, but nowhere near as severe as you have now. The easiest way to do this, is to add bevels, chamfers, or support loops around sharp edges. Third option is to use hard edges (smoothing groups), but remember that you'll have to make changes to UV map for this to work - you will need to split UV shells at every hard edge.

I also recommend to go to polycount forum and search the topics about synced workflow and normal map baking techniques in general. Chances are that you will constantly bump into similar issues if you won't understand how normal maps are working.

333altair333 wrote
then if 3ds max and Substance painter bake in different ways (tangent space and MikkT) it means I can't render the texture in 3ds max, which is baked in Substance painter ? but why then in the substance painter there are presets that allow you to export the texture to the corona if the corona renderer does not support MikkT? i thought i could export textures from substance painter to any renderer
LemonadeCG wrote
LemonadeCG
You can bake and render wherever you want, as long as you know limitations and how to prepare the meshes to mitigate the issues. Most of my assets are textured in Painter and rendered in Corona and i rarely run into issues, but when i do, i know how to deal with them. Recent 3ds Max versions are supporting MikkT, so that's not an issue, but Corona still supports only 3ds Max tangent space, so... you may say that the issue is with Corona.
LemonadeCG wrote
LemonadeCG
By the way, Corona preset in Substance Painter is obsolete for quite some time now (not that you can say it ever worked as it should) - Corona is fully supporting PBR materials since V7, so it's better to export with PBR metallic roughness preset and load those textures directly in Corona physical material.
333altair333 wrote
Thank you, thanks to you I learned a lot of new things, I did not know about tangent space, I read a lot of information
Posted over 1 year ago
5

In order to have "smooth" hard edges using normal map without bevels, chamfers etc. UV islands must be separated along hard edges before baking normal map or if it isn't posible to separate UV islands, than edges needs to be welded, of course mix of those two will do the trick also (assuming that the preparation high poly/low poly is done properly) . Sometimes in order to get desirable look i paint some parts of the normal map by hand. Here is an example of a very low poly mobile game model made entirely of hard edges that use normal map to fake smoothness.
https://ibb.co/2qwNs3m

333altair333 wrote
yes, your result on the link is just the one that I want on my model
Posted over 1 year ago
3

Thanks guys, the tips from: Phantom G and Lemonade CG helped me a lot when I split the UVs by
hard edges, normal map worked well
https://ibb.co/rdR9Vtk
https://ibb.co/x3GR8nh

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