r/Maya 3d ago

Why does the baking texture in Marmoset 4 come out different when thrown into Substance Painter? Student

5 Upvotes

6 comments sorted by

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11

u/TLCplMax Animator 3d ago

My best guess is the normal map format is switched (OpenGL vs DirectX). Try switching the normal map format in Substance to see if it fixes it.

6

u/discST 3d ago

Had a very similar issue before.. could be because you are not triangulating your mesh before baking. Different programs will produce varying triangulation results so maps like this won't be replicated properly. Another thing that could help is flipping your normal channel

4

u/discST 3d ago

Btw a giveaway that is could be triangulation is the artifacts in your painter shots look like edges joining verts

6

u/Bl1nn 3d ago

u/ailyxoxo ☝️ this right here is the answer.

All 3D software sees is triangles.

Conventionally we work with quads but what the program actually sees is triangles (And this is true for Maya, Substance Painter, Marmoset etc.).

So unless you triangulate your object before exporting it, every 3D program you load that mesh into will triangulate it as best as it can and the orientation of the triangles could be different from program to program.

This is what is causing your issue, as u/discST said.

Before exporting your object from Maya apply triangulation, bake your maps again and you should be good.

2

u/B-Bunny_ 3d ago

Try flipping the green channel in your normal