Substance painter problem!

Hello everyone!

Im having some trouble with a texture I made in Substance Painter.

A few weeks ago I decided to take the challenge to learn S.Painter. i also took the opportunity to try to sell my first 3D Model. I took a chair i made a while back, re-made it with better topology and less polys and decided to create the Velvet texture the real chair has in Substance Painter. It was all going fine untill i exported the textures and plugged them into the shader in Blender.
The problem is that it looks like it has “Shade Flat” applied or “Sharp creases” in some of the curves of the chair. You can see them right away in the pictures I attatched as reference. (And this is with a Subdivision modifier Lvl. 1)



This are my UV´s:

Here is a list of things I already tried:

  1. Select “Shade Smooth” ( Obvioulsy right? but it didnt help)
  2. Checking my normals (All pointing in the same direction)
  3. Checking if the normals were OpenGL (I set the substance new file to OpenGL and also twicked the exporting png´s to have the normals in OpenGL)
  4. Checking my UVs (No intersections or stretching)
  5. Checking for double vertices (but selected everything and hit “merge by distance” just in case)
  6. Setting all to the same setting, 4K, when working and exporting in S. Painter.
  7. Checking if auto-smooth was on/off
  8. Exporting to FBX and OBJ (In casi working on any of them made some diference. It didnt)

I also want to point out that the problem ONLY HAPPENS when I use the textures I created on substance painter. When I use other PBR textures, the is no problem:

I ran out of ideas and dont know what may be causing this problem. I really appretiate all of your help and thanks for helping me to find the answer to this problem :slight_smile:

Have you checked your normal map to see of the flat shading effect is present?

Couple of things to try. Check normal map is set to non-color rather than sRGB. Try unplugging normal map completely too. If that fixes it, plug it back in and try a much reduced Strength

Oh… and I’d heartily recommend the Substance Painter Livelink addon by Xolotl Studio (available on Gumroad). It pretty much makes it one click to send meshes from Blender straight to SP and one click to send the materials back or update them. You can keep both programs open and just adjust things and update them. Obviously it takes care of setting up the material in Blender

Hello Magnavis, thanks for answering to my question!
This is the current Normal map (OpenGL). and it doesnt seem to have those creases.

Hello John! Thanks for your aswer.
The normal texture map is set to non-color data of course. I tried unplogging the normal map node and while it does fix the issue, it also erases my velvet texture completly. For some reference: Left is with normal map and right is without.

I think it would be wise to point out that I created the Velvet texture myself from scratch watching some tutorial on Youtube and the material is formed mainly by playing with fill layers and their normal values.

If your normal map strength is at 1.0 in Blender try turning it down to like 0.3 or thereabouts.

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Like I said before, the texture consists on normals made in S. Painter, so if I decrease the strenght of the normal map while it does erase the sharp edges, it also takes away my texture :wink:

I spent a while last night in Blender and Substance Painter trying to reproduce the issue. The only time I could get the shadow terminator artefact to appear (because that’s what it is) is with very low poly stuff and by cranking up the normal strength. If your normal strength is high kinda baked into the normals coming out of SP then you are going to have issues with low poly stuff in Blender.

I could only find a couple of SP velvet YT tutorials. Are you referring to one by an Indian sounding fellow. The one I saw had someone totally abusing the normal maps in SP to the extent it was unpleasant to watch.

Blender has a perfectly reasonable Velvet shader which could get some colour and normal maps fed into it.

There are also a number of Substance Painter velvet smart materials available on their marketplace if you have points. There are also at least two half decent looking ones on the community Substance Share thing.

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Thank you so very much John for your time. Not everyone would stop and try to crack this problem but your sir went far and beyond trying to replicate the problem!! Thank you very much for that :slight_smile:

In regards of the YT “tutorial” yes! thats the one I followed at 0.25x speed haha.
It is true that I have never seen anyone create a texture by changing the normal values but I thought maybe that was a good way in S.Painter…but it seem weird from the beginning. I only folllowed because the final texture looked great!

And I also agree that the problem is in the exported texture itself, since I had no problem using other PBR textures in Blender in the past.

I frecuently use textures I create in blender myself with nodes, but this time, since I wanted to sell the finished piece with the textures I thought it was a good chance to take it to the next level with SP textures!

I will check the marketplace you pointed!

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