Can you show us your uv unwrap?
Does your geometry have explicit vertex normals?
The link below has photos to which I will refer.
Hi! I have 2 models, low poly and high poly (photo 1) at the link
I have successfully baked textures from highpoly to lowpoly in substance, here is the result that would satisfy me (Photo 3)
and now we come to the export of textures (I do it all for the first time) here are the settings, I hope I didn’t miss anything (Photo 4 and 5)
so far I'm only exporting the normal map, and since there were problems with the directX normal map for the first time, (we'll get to them later)
I decided to export and openGL in short export 2 different copies of the normal map(photo 5)
so I load both normals in max with gamma 1 with these settings (photo 6 and 7)
and now I apply it to the low poly and this happens (photo8)
connected different normal maps, directX and openGl nothing changes, I don’t understand how to fix it, in substance painter everything looked good
link with photos:
https://drive.google.com/drive/u/0/folders/1sU_zLW...
drive.google.com/drive/u/0/folders/1sU_zLWGuzRXlLdXcES781S4yDVKrOeR8
Can you show us your uv unwrap?
Does your geometry have explicit vertex normals?
3dsmax uses DirectX, Cinema4D and Blender use OpenGL, depends but it doesn't matter as long as you flip the green channel. Most render engines give you that option in the Normal node these days in case. Just label it correctly for others so they know if its OpenGL or DirectX when selling the model.
Hard to see from your screenshots, it kind of looks like you have some pinching along the edges but would need to see your model with a checker map and proper UV layout with wireframe overlay.
It's most likely those shading artifacts are because your workflow is not synced. You're baking normal map in substance painter, which supports only MikkT tangent space and then rendering low-poly mesh in Corona, which supports only 3ds Max tangent space, this unsynced wokflow and it's prone to heavy artifacts. You have several options how to deal with this. First is to sync the workflow, i.e. bake and render in the same tangent space. You need to find the baker which supports 3ds max tangent space, or change the renderer that support MikkT tangent space. Second option is to reduce mismatch between low-poly and high poly mesh normals, so that normal map would not have to work so hard. You will likely still have some artifacts if your workflow won't be synced, but nowhere near as severe as you have now. The easiest way to do this, is to add bevels, chamfers, or support loops around sharp edges. Third option is to use hard edges (smoothing groups), but remember that you'll have to make changes to UV map for this to work - you will need to split UV shells at every hard edge.
I also recommend to go to polycount forum and search the topics about synced workflow and normal map baking techniques in general. Chances are that you will constantly bump into similar issues if you won't understand how normal maps are working.
In order to have "smooth" hard edges using normal map without bevels, chamfers etc. UV islands must be separated along hard edges before baking normal map or if it isn't posible to separate UV islands, than edges needs to be welded, of course mix of those two will do the trick also (assuming that the preparation high poly/low poly is done properly) . Sometimes in order to get desirable look i paint some parts of the normal map by hand. Here is an example of a very low poly mobile game model made entirely of hard edges that use normal map to fake smoothness.
https://ibb.co/2qwNs3m
Thanks guys, the tips from: Phantom G and Lemonade CG helped me a lot when I split the UVs by
hard edges, normal map worked well
https://ibb.co/rdR9Vtk
https://ibb.co/x3GR8nh
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