Some UVs appearing dark/inverted when light baking
- May 13, 2022
- 1 reply
- 1336 views
As the title says, I've encountered this issue where some UVs appear dark or inverted. It only looks "off" in Substance Painter (when using the "Baked Lighting Environment" filter); in Maya and UE4 everything looks fine. I checked in Maya to ensure the normals are facing the right direction, the UVs aren't flipped, there's no overlap. Tried Freeze transforms and Unlock normals but the problem persists.
This thread describes exactly the problem I'm having, but there doesn't seem to be a definitive solution. I tried the methods listed but they didn't solve the problem either.
https://forum.substance3d.com/index.php?topic=12806.0
It seems like the problem lies within Maya and using the Mirror tool, since mirroring meshes requires Scale -1. In that case, how can I change my workflow so that these kinds of bake issues don't occur in SP?
