Timeline for Bad reflections on some faces in blender, good on substance painter
Current License: CC BY-SA 4.0
19 events
when toggle format | what | by | license | comment | |
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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
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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 |