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Oct 9, 2020 at 12:13 vote accept Anima
Sep 28, 2020 at 20:16 answer added Anima timeline score: 2
Sep 28, 2020 at 20:03 comment added Anima @lemon Indeed it looks better like that, but I tried something... and yeah, it was that! it's because that quads are non-planar. I tried only changing the direction of the tris those quads made, and... well, it's fixed now. I'm kinda new so I supposed that, as long as I don't have ngons, that wouldn't be much of a problem. Seems not! Gotta make an answer for if someone gets the same problem in the future. Thanks a lot!
Sep 28, 2020 at 11:29 comment added lemon more or less something like this, because that keep a loop along the edge: i.sstatic.net/eMVi3.jpg
Sep 28, 2020 at 11:10 comment added Anima @lemon Oh... so, that's maybe the problem? I saw two options in mesh -> clean up to make planar and such, but that options didn't do anything... How could I fix that?
Sep 28, 2020 at 9:19 comment added lemon Note that these faces are not planar (and it is not good). That's why you see that in solid mode.
Sep 28, 2020 at 9:09 comment added Anima @lemon I've tried 2 or 3 different formats, but all are the same. Seems like if it was the bake itself? shouldn't that show the same artifacts on substance?
Sep 28, 2020 at 8:36 comment added lemon The corresponding part is clearly visible in the normal map itself. Can you try to save the texture in another format, .exr for instance?
Sep 28, 2020 at 8:33 comment added Anima @RobinBetts Nope, all textures are png 8 or 16 bits (normals are 16bits for example)
Sep 28, 2020 at 7:57 comment added Anima I've uploaded the .blend with the resources. I've updated the main post to add info that you guys asked, too. Thanks!
Sep 28, 2020 at 7:57 history edited Anima CC BY-SA 4.0
Added info
Sep 28, 2020 at 5:16 comment added moonboots please share your file: blend-exchange.giantcowfilms.com
Sep 28, 2020 at 3:31 comment added Emir What kind of normal map did you export from Substance Open GL or Direct X?
Sep 28, 2020 at 2:59 comment added Shardul You can recalculate your object's outside reflection. Just go to the normal under the mesh then recalculate outside. or you can press Ctrl + N. Hope it helps buddy.
Sep 28, 2020 at 1:07 comment added Sazerac It looks like something weird with the normals, can you show what the blender version looks like with just diffuse and normals?
Sep 27, 2020 at 23:14 comment added Anima @ChristopherBennett Yup, all three in non-color, I use node wrangler to avoid forgetting those things xD I double checked anyways and yeah, all them as non-color
Sep 27, 2020 at 22:52 comment added Christopher Bennett Just to make sure, you have your normal, roughness, and metallic set to non-color space in blender, correct?
Sep 27, 2020 at 22:35 review First posts
Sep 27, 2020 at 22:51
Sep 27, 2020 at 22:31 history asked Anima CC BY-SA 4.0