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i got substance painter a while ago and i go to texture my model and i see visible seams.
i have tried tri planar, clone stamp tool, increasing shader quality and nothing works. and coming here is my only hope, to give some context i use blender 3.4 and substance painter 9.1, my model does have weird topology with some areas being more dense and some just have n gons while the rest are quads. and i used zbrush for retopology because i couldn't find any other software to do it just as well, feel free to reach out and ask for more details.
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Hello @XonE Falcon,
Thanks for the message.
Are these seams visible only in Blender or Also Painter ? If the issue is specific to Blender, it is possible that the Normal map was exported in DirectX when Blender expects OpenGL.
Make sure to use Blender (Principled BSDF) export preset, so the Normal will be converted to OpenGL.
If the problem is also occuring in Painter, are you by any chance using a MatFinish filter? Those filters are using directly the normal channel, and so it is a lot more complex to hide seams. Unfortunately, if you do have one of those filters in your layer stack, you'll have to use the clone tool to hide seams.
Regards,
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hi, @Cyril Dellenbach,
the seams are visible in both blender and painter, i also tried other softwares like unreal but still didn't work.i also tried DirectX and OpenGL.i also saw many tutorials on what export setting does what for each software i tried but still didn't work. the seams appear in every texture i try matfinish or not. and it happens for every channel not just the normal map. somehow when i try the clone tool it doesn't work. and it doesn't look as good it would if the seams stayed hidden.
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Could you share a screenshot of the issue and UVs?
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Sure,
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I admit it doesn't help like I hoped it would... Well, can you send the project at cdellenbach@adobe.com with a link to this thread? I'll take a personal look.
Let me know.
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Ok, i sent the .spp file