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1 vote
1 answer
42 views

Blender export causes Substance Painter "Missing seams on hard edges" error

It's rather a specific problem, I downloaded a model of a gun from the official CS2 workshop tools (provided by devs) for skin makers (Also, just to clarify, you got to understand that I can't change ...
vladosb's user avatar
  • 11
2 votes
1 answer
27 views

Why I'm getting artifacts with normals of exported mesh?

I've created mesh and exported it in unreal engine 5, where I'm getting strange artifacts like this: when in Blender it looks okay: I thought the problem could be in normals, but looks like there is ...
Сергей's user avatar
0 votes
0 answers
34 views

Nif export - Normals shared problem

Need help for an unsolvable problem. I use Blender to edit a cycle frame from the Pro Cycling manager game (PCM). File in PCM is a .nif. I can import in Blender with Niftool. File is a scene with 5 ...
Dameuhien's user avatar
0 votes
1 answer
381 views

Export normals as image

I'm making a 2D game, and I use models and render them as png in various angles. Thing is, since they are models, I'd like to be able to export the normals in png. I found a way to put the normals as ...
Caue's user avatar
  • 15
0 votes
0 answers
38 views

how to displace a mesh (in viewport) with a texture without changing the vertex normals direction?

I'm trying to displace a geometry while keeping the original vertex normal's direction, I need the effect to be achieved in viewport since the mesh must be exported into a game engine. The only way I ...
mmaaxx's user avatar
  • 1
0 votes
0 answers
65 views

Getting vertex and normal indices to match when exporting mesh?

I am exporting a model as an obj. I want to store one normal per vertex, meanin I want the index of the normal and the vertex to be the same. I am getting this on my exported file: ...
Makogan's user avatar
  • 241
0 votes
0 answers
869 views

Normals flipped when exporting to FBX?

I'm running the latest version of blender. Almost every time I export a model into FBX, the normals of the imported model become flipped. I've been looking up how to solve this, but nothing seems to ...
Craig Morrison's user avatar
1 vote
1 answer
93 views

Different values for split normals depending on face/triangle

I'm writing an exporter for an old game file format that only supports one normal per vertex. This requires creating duplicates for each vertex (or rather, loop) that has split normals. The problem I'...
Diego Noriega's user avatar
1 vote
1 answer
89 views

How to serialize Mesh Normals? [Both Split Normals and Averaged]

I'm trying to write a JSON Serializer in Blender that can be loaded in Unity3D. I'm having an issue with getting the same normal data as represented in the Blender ViewPort. Assuming I'm starting with ...
Bimon's user avatar
  • 21
1 vote
1 answer
855 views

Smoothing groups issue

I'm using blender 3.1.0 and im trying to export an object via FBX to 3d max along with its smoothing groups. And this always USED to be possible from what I remember. Here is the usual process. ...
JeeperCreeper's user avatar
0 votes
1 answer
291 views

I'm having issues with getting the correct Normal values for my Roblox mesh exporter

I've been trying to make a Roblox Mesh 1.0 exporter, and I'm nearly there, but I have encountered one problem that's causing a lot of annoying lighting issues: the float values for the Normals are not ...
MarioMan22's user avatar
1 vote
0 answers
82 views

Exporting with .fbx does weird stuff for me

I've been racking my brain and searching the internet, but maybe someone here can help me out! I have this object that has an image texture on it. And when I export it to FBX (with copy and embed ...
PBG_Lo's user avatar
  • 11
0 votes
1 answer
706 views

Why does my exported file have transparent faces and jumbled texture?

I completed a project and exported it as an fbx. I open the file in a new blender project to test it and the faces are transparent. I have searched all over the internet to figure out why this is ...
ChiknTndrr's user avatar
0 votes
2 answers
1k views

Wrong looking normal map \ Missing Custom Split Normals on Export

I spent last 2 full days trying to figure that out, and no luck. I have low poly and high poly version of my model. Low poly is triangulated beacuse i want to texture it in Substance Painter. I baked ...
Lemon24's user avatar
1 vote
0 answers
1k views

Why does blender output vec4 tangents for GLTF?

I've been trying to integrate both GLTF 2.0 and blender into my asset pipeline for my custom renderer. I noticed some strange normal artifacts when normal mapping. So I go to look at my tinygltf code,...
Krupip's user avatar
  • 260

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