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Participant
February 8, 2022
Question

Weird Triangulation when baking Normal Map

  • February 8, 2022
  • 1 reply
  • 702 views

Hello, I'm having very odd triangulation issues when exporting normals maps from Substance Painter. 

 

After making my materials in Painter and transferring to Marmoset, I'm seeing some odd normal map triangulation that wasn't present in Painter. The issues also seem to be in the baked Normal Map as well. I've tried importing into marmoset Mikk space and flipping the Y normal map channel, but the issue persists.

Fwiw I'm following Simon Fuch's Military Radio tutorial extermely closely and he wasn't having these issues. 

 

I'd like to get the model looking in marmoset like it does in Painter. I've spent hours trying to debug this with no success, so any help is appreciated! 

 

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1 reply

GeoffroySC
Community Manager
Community Manager
February 8, 2022

Hi,

Have you tried exporting from maya a triangulated mesh?  Doing this should prevent those kinds of artifact. 

Kind Regards,

Geoffroy SC

 

 

Kit23047Author
Participant
February 8, 2022

Yep, I always triangulate before going from Maya > Substance, doesn't seem to help unforunately. 

GeoffroySC
Community Manager
Community Manager
February 9, 2022

Both your high and low poly are triangulated? How did you bake your normal: Per Vertex our Per Fragment (in your project settings)?

Could you share the export settings that you're using in Maya? Are you exporting your smoothing groups?

Thank you!