Hi, I’m making a simple sword asset with a usual high-to-low bake workflow.
I’ve noticed that in Marmoset and Substance, Tri-planar mapping and a few other mapping functions are completely broken, and seem to change per-triangle. I’ve tried a bunch of ways to fix this in the model itself and various options in those texturing programs, though nothing seemed to help.
Using Blender 5.1 and its default FBX exporter. I’ve attached the broken mapping, idk how to send the actual .fbx for you to see.
Triangulated ofc. And I don’t mean a Blender node setup with triplanar mapping, I mean the texturing in Substance and Marmoset. It just looks like geometry is read wrong and I’m not sure what causes it.
Ohh.. than this is some non blender shader issue.. so this should be asked in “Other Software” ?? But then it’s weird that this does not work in substance and Marmorset.. so you may have to elaborate this to get a more suited answer ?
Eg. You use Mirror midifier, so left and right side Of Your model is same, but this causes that left and right side uses same textures.
So when Substance tries to write textures from triangles to textures using triplanar mapping, it will do it wrongly, because that there is mismach in what Painter tries to write between left and right side, and because it does it one triangle at a time, so one triangle is written from left, and other is written from right side. Thats why You can see those triangle shaped artifacts.
Substance painter only writes to UV that are inside 0-1 space (in UV workspace its that part with grid)
If You use Array or Mirror modifiers, there is option to offset UV of those duplicated mesh fragments out of 0-1 space, that option is made specifically to avoid that problem in Substance Painter.