mesh normals are invalid substance painter. Unable to compute normals because some triangles were to small on high poly part . mesh normals are invalid substance painter

 
Unable to compute normals because some triangles were to small on high poly part mesh normals are invalid substance painter  - Painter vertex normal direction is not correct

In this course, you will learn substance through the painter, UI and navigation, realistic texturing, hand painted texture link or connect texturing and rendering using MBTI. If no input normal map is provided, this parameters is ignored/disabled. Is it broken or is this user error? If broken, is there another way I can convert the height data to normal? Using Substance Painter 8. In 3dsmax in vray I have added vray2sided material to it with translucency and I have created two different uv maps (uv mapping channels) - one for the front side and one for the back side (because object has no thickness I had to use two different uv maps). To do so, you can use one of the following way: Use the croissant icon in the contextual toolbar at the top right of the viewport. giving it a new material across the whole mesh, Deleting the polys, recaping and unwraping them. In fact, these seams on. I recently switched from Substance Painter 2020 to 2022. I would personally check first my cage distance and. Using Bent Normal maps inside of a Material is very similar to setting up and using Normal maps. Polygroup / Submesh ID: assign a color per sub-object (also called element). Faces also have UV coordinates, which are a 2D representation of the mesh. Baking refer to the action of transferring mesh based information into textures. Now that they're loaded in, click on baking options, choose the output folder, click on normal map, then click on generate maps. These Mesh information are based on the topology itself and don't take into account the Mesh map (baked textures). Even if I bake in Substance, it shows up. maya normal maps. Next up – texturing!If you're using Blender, there is an option since the 2. May 13, 2023. 06K subscribers Subscribe 399 20K views 4 years ago How to solve these baking problems in substance: [Scene 3D]. [Substance models] Allow to display in overlay in the 3D viewport the result of an intermediate node. 3. You can perfectly export the Bent Normals from Substance 3D Painter. . Possible values: Relative to ray distance: Relative to low poly mesh (per UV Tile) (default) Relative to Min/Max (per UV Tile) Manual. 01 or . When you want to paint over a baked normal map, there is a specific workflow to follow with Substance 3D Painter. I have tried applying before exporting as well. If I’m not mistaken it is because you did not connect your faces Try to vertex > merge vertex After that what you could also try There might Be very very small faces in your file so go to mesh cleanup and remove those. Hit the Bake button to run a bake. Members Online • AlphaWolf464 . I'm experienced with Maya and other 3d programs but am fairly new to using Substance. Next to those button is a checkbox, if it is checked it will enable this baking for the baking process. Open your low poly and in 'bake mesh maps' add the high poly. In the thumbnail of the Normal Map I can see that it's there, but. It allows users to quickly and easily transfer layers from one project to another, saving users time and effort. When loading a normal into the current tool of fill layer, this one can appear incorrect if it's an OpenGL normal map. Hi @evangilbert,. Generally this issue shows up when your mesh normals are very extreme. I have uploaded screengrabs of my export settings from zbrush and import settings to substance. We're combining a series of simple and powerful techniques to create an advanced 3D character using ZBrush, Substance Painter and Blender. Texture baked outside of Substance software looks incorrect. Average normals on. This behavior can be changed via the Texture Set settings . seems like a regression to me. The Substance Bakers are a toolset of advanced algorithm to compute mesh based information into texture files. You can perfectly export the Bent Normals from Substance. I tried . Hi you don't need an ID map in this case as it is all one material. First, under your Texture Set Settings, turn the Normal Mixing parameter to Replace. Revel interpolator. Setting. Now, simply paint over the areas of your model that. I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. - Painter vertex normal direction is not correct. The reason is quite simple : the engine of Substance 3D Painter assume that loaded normal map are DirectX by default. By default, Painter is set to the Painting mode when creating or opening a project. I tried the same mesh in the old substance and works fine. They can be used by any artist with a 3D mesh to take advantage of advanced texturing. Stack Exchange Network Stack Exchange network consists of 183 Q&A communities including Stack Overflow , the largest, most trusted online community for developers to learn, share their knowledge. This is ve. My baked mesh maps seem to get bugged every time I bake, I am Importing it from blender and I have tried the following - Ensured both models are in the same position - Recalculated Normals - Applying a ShrinkWrap Modifier to the Low Poly mesh so it sticks to the high. - Open it in Painter assign a metallic material to inspect the vertex normal direction as shown in the screenshot. [Paint editor] Invalid scene, mesh 'x' has no UV coordinates" and show nothing in my experience so I don't think it's that. It could come from a number of paths: color management, export format, the intensity of the normal map, DirectX vs OpenGL format, etc. Feb 08, 2023. . - Mesh & base normal map. Seams are visible after baking a normal texture. In addition, switch the. Solution One: So to export a specific channel you need to go to "Texture Set Settings" and add the channel you want with the plus button, if you already have it, move on to hitting export. . Your geometry must have UV information or the Maya FBX plug-in cannot create tangents. This is a topic I have seen many junior artists m. [Scene 3D] Failed to triangulate polygon (no ear found). We're going to start knowing the stops as 3D paint, a UI navigation chapter to. point is that, if I don't use the auto-smooth or the sharp edge option, the smoothing shade is way different. It should work correctly then. Environment works also. Make sure you're using your normal map on the duplicate's material, then bake normals from the duplicate to. Hi, somehow i am not able to bake a normal map from an easy mesh, i have no clue what i do wrong: high mesh called "testing_high" there you can see the faces/border/vertices of it this is the low mesh called "testing_low" and its faces/border/vertices of it this is the unwrapped uv (i know not best but for a demo it will do ) SO in SubstancePainterIf you open the model in Blender and tab to enter edit mode, then turn on Normals in viewport overlays, you will see that many normals are not pointing outward (as stated by Geoffroy). If disabled, the ray distance computation is based on units specified in the low-poly mesh when it was exported (meters, centimeters, etc). 73K views 9 months ago. Normal map has strange colorful gradients. I started a project by baking textures (normal, curvature, and height) from high poly mesh to low poly mesh. Mesh is invinsible after exporting model to Substance Painter. Click a flair to sort by topic and find a wealth of information regarding the content you're looking for. low poly smooth for bake. Closing it. New Here , Sep 10, 2021. Question regarding Unlock/Lock Normals and Substance Painter. i try to take just 1 object for test the bake again. It avoid having to move away meshes (often. . The mesh looks correct in both Maya and Unity, as well as in Blender. 9K views. Thank-you for anyone who helps me. Basically, the resolution of your texture isn't high enough to accurately represent the gradients needed to compensate for the smoothing. Fixed: [3D Capture] Keep camera position when changing version. - And export the mesh with custom vertex normals as FBX with both ‘normals only’ and ‘edge’ smoothing. Artifacts and glitches on Mac OS with Custom GPUs; Blocky artifacts appear on textures in the viewport; Mesh appears pink in the viewport; Mesh flash to white when moving cameraWhen you bake your mesh maps, sometimes you get these shadows on your model in Substance Painter. 2: Lightning / PostProcess settings. . This is why we usually recommend shifting away (by one UV range for example) overlapping UVs before launching the baking process. A quick way to verify that is to look at the mask generators in the layer stack. Report this product. The Paint tool is the default tool of Substance 3D Painter to apply colors and material properties on a 3D mesh. Hue Shift: each object or sub-object is colored by a. It appears that the boards get baked succesfully but they do so as if the orientation of the light was on top of the middle of the mesh, causing the middle board to not even appear, and the ones at the right to have a weak presence. Substance Painter 2 > General Discussions > Topic Details. vec3 getTSNormal(SparseCoord coord, vec3 normalFromHeight) {. The final 3D render, rendered in Blender. If enabled, hard edges on the surface of the mesh that are not UV seams will be highlighted with the color defined by the button next to the setting. Failed to load 3D scene. In the thumbnail of the Normal Map I can see that it's there, but. Setting the ID to have the color source "Mesh ID/Polygroup" and Color generator to be Random. Color Map from Mesh. Use color space: Non-Color for the normal map in the ImageTexture node, not sRGB. When you bake details from high poly to low the low poly models normals affect how the rays are cast. I'm working on a model of a floppy disk. Baker output is fully black or empty. The edges that are supposed to look beveled end up sharp and. In Mixer they have a normal mask layer that is very easy to manipulate direction and change to: - Mesh only. Normal maps are stored in a texture, and are. The Bent Normals from mesh baker computes a texture that describes the average direction of ambient lighting. Convert UV to. Here are some tips or troubleshooting when you have problems with your normals not displaying correctly in Substance Painter. Baking in Marmoset gives clean normal maps, but when importing them in Substance, the seam shows up. Substance Painter gives me a [Scene 3D] [FBX] : Mesh bitangents are invalid (some values are null) and will be recomputed warning and I don't know what it means. I've had this issue come up a couple of times before. So when i make a fill layer and projected the normal from there it looks distorted and weird. so i can’t reproduce why it changed the normals. Substance Painter Copy Layers To Another Project is a powerful feature that allows for a more efficient workflow. I'm using a macbook pro. Bonjour ! J'ai de l'expérience avec Maya et d'autres programmes 3d mais je suis assez novice dans l'utilisation de Substance Painter. Doubled vertices, edges, or faces. I can't just guess the origin of your issue. Highlighted edges are only visible on the cage and low-poly mesh. Several of the parts in the unwrap are used twice in two different places on the model. There was a few issues with the normal map that I wanted to fix manually but I know i can't directly edit the normal from the mesh projection. Convert UV to. This texture can be used in a Sub Surface Scattering (SSS) shader or for masking textures. 1 Correct answer. . Random seed value used in the pseudo-random distribution. Edges can be seen in both the 2D and 3D view. I just purchased Substance Painter 2022, and started learning it today. Aliasing on UV Seams. Possible values: Random: each object or sub-object is colored by a randomly generated color. these errors appear: [Project management] Save successfull. Unable to get Fbx into Substance 3D Painter. Hi Geoffroy, thanks for the response and sorry for the lack of detail. - Mesh & current layer. The mesh looks correct in both Maya and Unity, as well as in Blender. This allows continuous position values across objects and materials (Texture Sets). - Mesh & current layer. 3D and AR software - Adobe Substance 3DThe only way I found to override these mesh normals IN BLENDER was to bake my HP mesh directly in Blender which did solve the funky "ghostly" problem but makes it impossible to use the substance texture details normal because the normal "slot" is taken by the bake result (unless you know any way to blend both, which is info I would. Substance Painter has many baking parameters to get a normal map as clean as possible. Normals not displaying correctly I am having an issue where my normals don't seem to render from the outside, as you can see from these screenshots, which are of the exact same object, just rotated from above. It is not very clear what is precisely the problem with your map, but I am confident you will get what you want without going back and forth with Photoshop. When viewing the model, make sure that Tool>. Export your displaced mesh. This means that if Tangents and Binormals are not present on the low-poly mesh (used to create the project) they will be recomputed based on the MikkTSpace algorithm. Black shading cross are visible on the mesh surface. The mesh looks correct in both Maya and Unity, as well as in Blender. Each resource can be replaced by an other one present in the shelf. Substance 3D Painter is commonly. comThis tutorial shows how to use one of the best texturing programs in the world, Substance Painter, with Blender. I imported a mesh I modeled in Blender but the mesh isnt showing up correct, it have non-two sided materials on it. Application failed to start because of Qt; Crash or freeze during startup; Software conflicts; Rendering Issues. Substance Painter 2. Description. The mesh looks correct in both Maya and Unity, as well as in Blender. Substance Painter does not support custom Tangent Space plugins at the moment. What i can do: - bake curvature from mesh (and it picks high definition mesh if its available, ignores the normal map) - bake curvature from normal map (but it doesnt pick the high poly mesh) In attachment you see the 2 curvature maps it creates. The normals are okay, the UV maps are too, I don't really know what else to do. 3. Hello, I did the textures for this character and then I sculpted simple details to the lips, and after rendering I wanted to re do the texture just to get the hang of the software so I exported the mesh again and added a fill layer and suddenly the character turned green, I couldn't. exporting as an obj and then re-importing into a fresh Maya scene. Please help! I'm going to have to resort to painting them in zbrush otherwise which will be a super frustrating experience. The Highpoly model is from Mudbox and the Lowpoly one is. 99. I can't just guess the origin of your issue. I seem to be struggling when it comes to baking normals from a high poly mesh to a low poly mesh. After Making a Decent normal model my UV and textures ruined the whole work this made me quit the whole 3D modeling how can ImproveQuestion regarding Unlock/Lock Normals and Substance Painter. [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed. This is because there is a mismatch between how the normal map was baked and how the mesh is currently triangulated. . Try adjusting only blue channel with Levels for example and see if it makes difference. JPG 1836×1042 145 KB. Spread Angle. I'm very new to Substance Painter and texturing 3d models in general, and I'm running into this issue with my normal maps when I export them from Substance to Blender. Self Occlusion. Imported a mesh from Maya to test with, namely the Heavy Weapons Guy from tf2. Description. Cause this alters the normals of your mesh, which is what. The mesh looks correct in both Maya and Unity, as well as in Blender. You will get a better result. . 4. Substance Painter 2018 - Substance Painter is the reference texturing app for 3D professionals and enthusiasts. 1. 3. • 5 yr. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. AITA for vagueposting my family on Instagram? 2023. Seams are visible after baking a normal texture. The mesh looks correct in both Maya and Unity, as well as in Blender. Loading failed,When using. Not available in Substance Painter. I've created a model in Blender, when importing features that have been boolean'd with difference modifier from blender to SP, I get mesh distortion in SP and allot of errors. This. Mesh appears pink in the viewport. PATREON: If you want to see more like this in more detail, follow me on. It could maybe happen because of a faulty custom tangent space plugin. 8 to quickly color in red the normals facing inwards. The mesh looks correct in both Maya and Unity, as well as in Blender. This mode can be accessed via the dedicated icon. and then re-doing all my custom hard edges and re-exporting to Substance. fbx in another software to see if the issue is specific to Substance Painter. Color Map from Mesh. bad allocation - Highpoly scene was required when baking Normal Map from Mesh but could not be loaded. - 12135657 Adobe Support Community All community This category This board Knowledge base Users cancelSo I am incountering a situation in which a mesh that I am bringing into Substance Painter has a specific part of the geometry that appears to have the light and shadow flipped from what is happening with the rest of the model. I can however paint the default mesh. In the thumbnail of the Normal Map I can see that it's. so i can’t reproduce why it changed the normals. Hi, Here is some advice to help you troubleshoot your issues with baking: Try to solve your problems on a small portion of your model before moving on to the complete project. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. If you have some inclined islands, there will be some jagged edges during the baking :)Renderfarm: render. Activar sugerencias. To fix this problem, you can either manually select the offending faces and flip their normals, or select the whole model and. Substance 3D Painter generates Mesh Maps by baking mesh information. The direction those lines are pointing indicate which way your face normals are oriented. i try to take just 1 object for test the bake again. Thing is that once the HP mesh is baked only the baked normals are displayed and used in the substance viewport (and iray ren. All the edges on the high-poly model are softened, but I've tried the low-poly model with all softened edges AND with some hard edges + split UVs, and the result has the same issues (plus the addition of some ugly seam lines). and then re-doing all my custom hard edges and re-exporting to Substance. Normally never happen because vertex normals are. Material name double in mesh import , so a piece will be ignored for the creation of texture sets. Baking failed with Color Map from Mesh. Normal Map Issues. This mask represents dust accumulated in occluded, lowered areas, as well as only in areas that face upwards. New Here , Sep 10, 2021. Description. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. and then re-doing all my custom hard edges and re-exporting to Substance. Make sure that your export parameters are set as needed and if the problem persists I'd advise you to check the . On faces center Boolean. . It provides real-time feedback, making it easier to create high-quality textures that look great in any lighting condition. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. Then, add a Fill Layer and link your Normal map to the "normal" slot. Aliasing on UV Seams. Substance Painter being picky can cause this. Im new to Substance Painter so this might be a easy fix but I cant find it. Unable to compute normals because some triangles were to small on high poly part. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Same as above. The issue is that the leaks brush is set to use the normal map as well as mesh normals in the computation. Also added the. hit it on single sided then you see the problem. Import OBJ - Object Unusually Smooth? So when I import an object into SP, normally OBJ's exported from Blender, why is it that the mesh is smoothed out? All the edges that would normally be rough are smoothed over and it looks terrible and makes editing the. 2. Default is 180. In. Generally this issue shows up when your mesh normals are very extreme. This behavior can easily be edited by clicking on the little arrow next to the substance. Baker output is fully black or empty. Open the normals sub-menu and choose Flip. Compute the ambient occlusion map with inverted normals (can be used to generate a thickness map). Baker output is fully black or empty. If enabled, ray distance computations are based on the normalized space (0 to 1) of the low-poly mesh. Tutorials - Substance 3D Painter for Beginners, USD $11. To do so, you can use one of the following way: Use the croissant icon in the contextual toolbar at the top right of the viewport. Object rotation and scaling are now carried by an XForm modifier placed at the top of the modifier stack. Normal map has strange colorful gradients. Here are some tips or troubleshooting when you have problems with your normals not displaying correctly in Substance Painter. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. You definitely shouldn't need subdivisions to get non grid bakes. In order to work, both meshes need UV definitions. New Here , Sep 10, 2021. I tried to bake a differents old work of mine with exactly the same method for see if it's work and it's work well. La sugerencia automática le ayuda a obtener, de forma rápida, resultados precisos de su búsqueda al sugerirle posibles coincidencias. Then, select the Paint tool from the toolbar. Now I wanna replicate the same effect in Subctance painter but I was not able to find. Normal issues - triangulate the mesh. The mesh looks correct in both Maya and Unity, as well as in Blender. Description. Just hit export again, check the obj if it got normals correct this time, make a zip, upload it again. I've had this issue come up a couple of times before. I'm working more and more with one sided / plane objects in blender but I'm running into an issue where substance painter will show only one side of the normals. I tried to check if the problem lies within my Blender model, but I can't find any issues there. designer. FlippedNormals. Color Generator. No vertex normals were found in the given mesh. fbx. After applying the baked normal maps from Substance painter in blender, the model looks like this: In Substance painter: Material nodes: Wireframe and sharpen edges in blue: shaders;. Apply Subdivision Surface Level 1 ( Level 2 if not many objects) to top parent null. It is now supported natively and directly plug and play with Painter. [Substance models] Preserve the objects' hierarchy when exporting a Substance Model graph to . Select All then use Blender's Mesh > Normals > Recalculate outside. for starters it doesn't have a normal map like it says so there is no height and materials don't seem to work right where some seem to treat the whole model as if it was an edge and others will just be one flat colour. When baking in painter you don't need cage, just check the box that says (average the normals) or something like that. These 3D Meshes are made of Polygons, which are made by combining vertices and edges which define faces. The Substance Bakers apply both diffusion and dilation outside the UV islands to fill the gap and ensure the texture will work fine in game engines when mipmaps will be generated. When I bake the textures from my high poly mesh, I can see the ambient occlussion has been applied directicly to my low poly mesh in the view port, but no normal data. These jagged edges seem to be coming from the curvature maps but I don’t know what to change to help. New Here , Sep 10, 2021. Here's how you mirror layers when normal symmetry isn't enough-!!Substance Painter Symmetry Tutorial Link:painter】 关于sp的小问题合集,希望大家在学习路上更加的顺畅! 解决了基础的问题,早点提升吧!Figure 2: The black shadow / outline along the outside of the mesh is horizon occlusion that's suppressing light leaks from backwards facing vectors in the normal map. 001 work great for overlapping verts). I've also tried offsetting the mirrored normals but that only minimizes the issue. Third problem: your HP mesh and LP mesh did not match up. Ambient Occlusion from Mesh. Map Type. e. If it says polySurface6 (or whatever name you gave the poly) has no UV coordinate. Never encountered them and my mesh from maya has no errors or. When viewing the model, make sure that Tool> Display properties> Double is OFF. Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps. This has resolved the issue for me quite. In Painter baking is done via the dedicated Baking Mode. Map Type. One thing I noticed in painting the low -poly mesh with normal-map applied is that occasionally the paint landed slightly off the target I was aiming for. Baker output is fully black or empty. - Highpoly scene was required when baking Ambient Occlusion Map from Mesh but could not be loaded. In this video tuto. So if you don't have a normal map applied to the mesh, you will get weird directions. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. What is the correct way to bake normal-maps for GLTF / PBR?Activate this option if you want the Maya FBX plug-in to create tangents and binormals data from UV and Normal information of meshes. For example-. These 3D Meshes are made of Polygons, which are made by combining vertices and edges which define faces. Substance Painter baked normal maps in Unity on a mesh exported from 3ds Max as quads. low poly smooth for bake. For some reason. Per page: 15 30 50. exporting as an obj and then re-importing into a fresh Maya scene. This can happen along edges where the low poly mesh doesn't closely follow the profile of the high poly. To bake these inside XNormal, click on "high definition meshes" > right-click > add meshes > then select your high poly. [Substance3D] "Mesh Normals Invalid" lors de l’importation de maillage dans Substance Painter . Tried many options. Also, make sure that there is an AO map input into the Ambient Occlusion input. Here's the whole scene set up in UE4 (after modeling in Blender, sculpting in Zbrush, and texturing/baking in Substance Painter), the lighting is reading completely crazy on this because the normal maps seem to be inverted in weird. - Highpoly scene was required when baking Ambient Occlusion Map from Mesh but could. As of right now I'm having difficulties baking in Substance Painter. Thickness and Bent Normals baker launch secondary rays when they compute their textures. txt file) to allow us to import the Trainz Asset without. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Different templates export different materials. These faces can then have Material definition assigned, which become Texture Sets in the application. Be sure to check in for errors with Tool> Geometry> Mesh Integrity> Check Mesh. This usually happens either when normals are flipped, or topology being baked to/from is too close, or too far from eachother, or on the wrong side, or UVs are overlapping. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be. within Substance Painter. New Here , Jul 26, 2022. (See attached image) I have tried figuring out how to do this in substance painter but can't seem to figure it out. Not sure if it's related, but I am am getting a warning when importing the mesh: [Scene 3d] [FBX]: Mesh normals are invalid (some values are null) and we be recomputed. The low res mesh with vertex color and UV layout is done in Maya. This Video shows the process of exporting a 3D model from Autodesk Maya 2022 to Adobe Substance 3D Painter 2022. In this video tuto. Incorrect or invalid normals. When you bake, the low poly mesh does not actually change. Tangent Space (default) In Substance Painter this parameter cannot be controlled and is set to Tangent Space. I get flipped normals in these areas on the mesh. I am having some really weird issues trying to get a working normal map for this small props project I'm doing. Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps. . I am trying to bake the mesh maps from my seat model, but i am left with weird artifacts (see picture). In Substance, I baked the normal map from a high poly model of the AK47 and it looks. Hi, I'm new to Adobe 3D Substance Painter, and I ran into a problem while exporting maps to PNG files. I'm encountering an issue I can't seem to find any - 12490011. 2_Homemade face mask3. Hello @reiniw10960852,. Non-manifold geometry. Defines how to scale the position values based on the mesh. Description. If Recompute vertex normals is enabled, the mesh normals will be adjusted to match the displacement offsets. You have several options how to deal with this. Because it's a smart material and has to take into account the normal map, it doesn't paint well the boards on. . for starters it doesn't have a normal map like it says so there is no height and materials don't seem to work right where some seem to treat the whole model as if it was an edge and others will just be one flat colour. Similar to Smart Masks in Painter. Loading failed,When using. It sounds like there may be some sort of issue with the mesh geometry. Also added the. Substance Painter has less information and uses the differences in elevation between the low-poly and the high-poly, causing this "weird" visual. Unable to compute normals because some triangles were to small on high poly part. I found this thread on the forums that led me to that solution (though this thread involved a character with a rig). It is possible to overwrite completely the effect list by keeping " CTRL " pressed. Possible values: Normal (default) Tangent. I appreciate it. Scattered positions. Mesh normals are invalid substance painter. I also made the ears separate as they are large and would be hard to paint the underside. All you need to do is add the Bent Normal custom output node to the Material graph and then connect your Bent Normal map to the input like in the following image. Please help! I'm going to have to resort to painting them in zbrush otherwise which will be a super frustrating experience. You can disable this by going to the normal factor setting on the leaks brush and setting it to zero.