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Not a single tutorial or post was able to help me fixing this issue, no matter how I model the mesh, or what process I make, the faces of it will be each different from the other... I've seen a guy on YouTube saying that when this happens you should unwrap manually the model. But not a single Adobe tutorial, or any other content creator (with way complex models) did this in their tuotorials. I can't believe that a 25 triangles mesh is that difficult to texture.
Here's the process I make:
- Model the mesh
- UV Unwrap (or Smart UV Project)
- Add material
- Export as FBX
- Import to Substance Painter (DirectX, Automatic UV Unwrapping on (already tried off), 1024 resolution)
- Bake Mesh Maps
- Apply Material
 
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Hi @Bocana,
Thanks for the question.
The issue here is indeed due to UVs from the model. The UVs are a 2D representation of the 3D model. When you're applying textures or materials to a 3D model, those are, in fact, applied on UVs which are linked to the 3D object.
Therefore, a certain consistency (proportions, scale, etc.) is necessary between the UV islands and the 3D model, in order to obtain the expected result.
To take the example of your project, the "weird orientation" is probably due to the rotation of this specific UV island. For the "weird scale", this is also the UV island that is probably squished comparing to the 3D model.
A different approach could be to set the projection of your textures to Tri-Planar in Substance 3D Painter. This is a different way of applying the maps, and can prevent these types of issues.
Best regards,