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Ok. The problem was that DX was chosen, not just Normal
Hi. I sent my 1st model for QA process. After review, I was informed of a problem with shading.
In Substance Painter everithing is fine.
What I've done:
- Made 1 Smoothing Group per uv-island
- Exported it in FBX without Tangents and Binormals
- In SP checked "Calculate Tangents per fragment"
- Baked Normal as OpenGL
Could someone explain what the problem is here?
PS Could it be that OpenGL changes to DirectX somehow during export?
Ok. The problem was that DX was chosen, not just Normal
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