I have a model (High poly & Low poly) exported as FBX from Blender 2.78 to be textured in Substance Painter , the problem is whenever I bake the normal map for the model and use a metal material (basic material just metal at 1 and roughness at 0 ) it looks fine in the view port , but when I render an image (in Iray or Cycles) some artifacts appear .
I tried to increase the resolution for the baking as well as the final output normal map , but that does not help .
I created a simple scene to show the problem .
here is the High & Low poly model file : Low & High.zip (493 KB)
this how it looks in Substance Painter real-time view port vs how it looks in Iray & Cycles :
I hope you get this figured out. I looked at your meshes ,but can’t make any sense out of them. Are they the right ones? Can’t tell if it’s the same by looking at your pic.
The output gets triangulated in Substance Painter, if you’re not triangulating the mesh in Blender you might have a mismatch in how the vertices ended up. You could try triangulating the mesh in Blender before exporting it to Substance Painter, that way you’re certain that they ended up the same way.
I just tried to triangulate the mesh and export and bake ,but unfortunately the output in substance painter still different from what it looks in blender , thank you for the response .
This happens because of the 16bit to 8 bit compression.
It’s unavoidable, but has ways to smooth the artifact out such as dithering.
Another way to eliminate/minimize such issue is to control your lowpoly mesh’s vertex normals. For the flat surface you can assign a custom flat normal to them, this way the flat faces will have minimal artifact.