I have baked normals from a high poly mesh to a low poly in Blender, exported the low poly with seams set to sharp and smooth groups selected, then imported to Substance Painter and created my material.
Nothing new from what I have done dozens of times before.
The problem is, now when I add some height materials (in this case the shirt material pattern) it shows the faces in the Iray renderer, and in Cycles.
As you can see, the faces aren’t visible in the normal map. Any idea why I can only see the faces in an offline render engine but not in a real time engine? Or, at the very least, it’s much more prominent in the offline render engines?
I have a feeling I may have missed something simple, or perhaps it’s the new OBJ exporter, but I’m not sure.
Do these faces match the geometry of the low poly object, or the high poly object? I get a faceted look sometimes baking my normals because my higher poly object isnt actually that high poly, and only appeared smooth because of my smooth shading on it. In that case I’ll smooth it manually, but with such fine detail, thats not really pragmatic here. If its the low poly model shining through, the only times I’ve had that issue is when the shadings not set to smooth, or I have the normal map set to too high of a strength. Sometimes I’ll have bakes that get messed up when set to non-color, and only actually display correctly when set to sRGB.
It’s definitely the low poly that’s poking through. The high poly is a laser scan that was cleaned up in ZBrush and Dynameshed, so there’s more than enough to call it high poly, lol!
The thing is, it might be a Substance Painter issue as I did a quick manual retopo and even that was showing through a bit. Could just be a some strangeness in the overall file. I think I have it setup that I can hide it, but I’ll still see if I can fix it later in the week when I have time. Little glitches like this that have never poked up before will eat at me!