Normal maps are flipped or have seams on certain faces when exporting to 3ds Max
- January 31, 2024
- 1 reply
- 5652 views
Hi, I'm new to substance 3D painter but am having an issue. I'm hoping it's just something i forgot to tick somewhere! I've made a model in 3DS Max, exported to zbrush for a high poly mesh and then brought bothe into Substance 3d Painter to do the bake. All worked fine, I worked up the textures etc and was happy. However, when i went to export the textures and opened them in Max, the normals were a bit of a mess!
I've used Arnold and made a physical material for the sake of this test. It seems the UV islands are creating normal seams and sometimes the normals are inverted. I don't know if it's anything to do with mirroring geometry in creating the model, but i have applied an Xform reset and normal modifier to ensure all normals are unified but it doesn't resolve the problem.
As you can see from the images below what i see in substance painter is quite different from what i get in Max. There are seams everywhere and some of the geometry even has hard edges brought through fromt he normal map even though it's using smoothing. Is this due to how i baked the normals or a setting to export the normal texture from Substance Painter? Maybe it's my material setup in Arnold? I'm hoping it's not a mesh based problem as I can't seem to fix that (I tried exporting and reimporting the meshes but same issue.)
Hoping there is a solution someone can help me with, apologies for my basic knowledge and thanks in advance!


