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graemeg17883850
Known Participant
July 4, 2021
Question

Maps baked in Substance Painter appear mis-aligned against the Lo Res in other 3D Software

  • July 4, 2021
  • 1 reply
  • 397 views

I'm getting a map misalignment when I try and display my Substance Baked Maps on the model in Marmoset.

One of the maps (the ammo pouch) reads just fine as you can see in the image file but I fail to understand how that works when the majority don't. I've just inserted the normal map as an example but the other read the same.

I thought maybe the issue originates from when I made the UV's in Maya, but I didn't change my methods in any way so can't understand what I did to encourage a differing outcome.

 

Can I ask what you think I've done wrong this time?

This topic has been closed for replies.

1 reply

Jeremie Noguer
Community Manager
Community Manager
July 5, 2021

Are you sure you didn't modify the UVS after baking? maybe flipped them? It looks like UVs are very different between what you baked and what you have in Toolbag.

graemeg17883850
Known Participant
July 5, 2021

Thanks for reply again, Jeremie.

 

If I did somehow, it could only have been the export settings. Export them from SP is the only thing I've done with them. They seem to run at right angles to object. The ammo pouch UV has had precisely the same treatment as all others but oddly seems to be fine. I'm not experienced enough to understand what the hecks going on. All I can do is give what you've said some thought.

 

Thanks, if anything else occurs to you I'd be grateful for the advice.

CAGameDev
Participating Frequently
July 5, 2021

If your UVs are 100% the same in Painter as they're in Marmoset, the only other thing I can think of would be not triangulating the mesh prior which can cause some issues. (Text can be warped, certain edge fills mis-aligned, ect...)

 

Also, exporting texture sets doesn't alter any UVs, the only time you could be able to export actual UVs from Painter is when you go to File->Export Mesh. This is usually done if you use Painter's Auto Unwrap, or you're using Displacement.

 

Either way you should convert your mesh to tris prior to Painter, and use that same version in Painter and outside of Painter.