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Normal map exporting Issue

New Here ,
Oct 23, 2022 Oct 23, 2022

Hello guys, I have been working on this taxi for the last couple of weeks and ive been trying to fix the exporting issues on my own and with google but have not been able to find an answer to it. Basically what is happening is that my Normal map gives my model this pixelated look with wierd shading when i use it on Unity or Blender but my model looks fine within Substance painter. Ive tried to export with 8 bit, 8 bit + dithering, and 16 bit and its the same problem with them all. Is this substance painter fault or am i missing something? Ive never had this issue with any other model.

   

 

How it looks in substance Painter:

Taxi Cab normal 2.JPG

Taxi Cab normal.JPG

Exported maps to Unity:

Taxi Cab problem 2.JPG

Taxi Cab problem.JPG

    

TOPICS
Baking , Bugs & Crashes , Import & Export
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New Here ,
Aug 14, 2024 Aug 14, 2024
LATEST

Hey there, I can understand how frustrating it can be when everything looks fine in Substance Painter, but the results aren't matching up in Unity or Blender. The issue you're describing with the pixelated look and weird shading might be related to how the normal maps are being interpreted by Unity and Blender. Sometimes, this can happen due to differences in how these platforms handle normal maps compared to Substance Painter.

A few things you could try:

  1. Check the Normal Map Settings: Ensure that the normal map is set to the correct format in Unity or Blender. For example, in Unity, make sure the normal map is set to "Normal Map" under the texture type.

  2. Gamma vs. Linear Space: If you're using Unity, make sure your project is set to Linear color space rather than Gamma. This can sometimes affect how textures are displayed.

  3. Export Settings: Double-check the export settings in Substance Painter, especially the bit depth and format. Although you've tried different settings, sometimes even small adjustments in how the map is exported can make a difference.

  4. Shader Compatibility: Ensure the shader you're using in Unity or Blender is compatible with the normal maps you're exporting. Sometimes, specific shaders might not interpret the normal maps correctly.

  5.  

I’ve worked with similar issues while collaborating with Jewel Cars, a taxi service based in London Gatwick Airport, where we needed to ensure the 3D models and textures were perfectly optimized for web and mobile platforms, check here: https://jewelcars.co.uk. It’s essential to find the right balance between quality and performance, and these tweaks made a big difference for us.

Hope these tips help! If you're looking for more guidance, feel free to ask.

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