Post by andykarta on Dec 8, 2019 14:33:31 GMT
I'm starting in Fusion 360, UVing in Rizom, and trying to paint in Substance painter. And it seems like a bunch of the normals are flipped. I checked the normals in Cinema 4d before I opened the obj file in Rizom and the normals are correct. Afterwords, the normals are inverted in some places and not in others. I've played with the normal settings on both obj and fbx but it could also be that. At this point it could be anything.
I am starting with an ugly mesh of tris. I've subdivided it twice in Cinema with no smoothing. And... here's where I bet the problem might lie...
I'm trying to do this automatically. I'm using auto seams, auto unfold with different algorithms and auto pack. I'm a total noob at your software and all I want is to be able to paint in substance painter. The islands don't appear black. They're just upside down. Oh, and the UV map is bright red. All of it.
I don't blame the software. There's disconnected meshes. It's from Fusion. It's triangles only. I threw on Cinema materials so I could get distinct material IDs in SP. So there's a lot of places this could be happening.
But I've got hundreds of background assets to make and I want quick and dirty (plus UVing in 3d Max gives me a headache). But on some of them I need to do more than use fill layers in SP. If there's any way someone can help, it would be great. I just need as little muss and fuss as possible. If there's something that can ensure the normals stay pointed out instead of in I'd be grateful. And aligning faces to vertex in Cinema (or vice versa) doesn't seem to help either. The normals are fine when I export. But after I UV I bring them back in and the normal lines are different all over the place.
I am starting with an ugly mesh of tris. I've subdivided it twice in Cinema with no smoothing. And... here's where I bet the problem might lie...
I'm trying to do this automatically. I'm using auto seams, auto unfold with different algorithms and auto pack. I'm a total noob at your software and all I want is to be able to paint in substance painter. The islands don't appear black. They're just upside down. Oh, and the UV map is bright red. All of it.
I don't blame the software. There's disconnected meshes. It's from Fusion. It's triangles only. I threw on Cinema materials so I could get distinct material IDs in SP. So there's a lot of places this could be happening.
But I've got hundreds of background assets to make and I want quick and dirty (plus UVing in 3d Max gives me a headache). But on some of them I need to do more than use fill layers in SP. If there's any way someone can help, it would be great. I just need as little muss and fuss as possible. If there's something that can ensure the normals stay pointed out instead of in I'd be grateful. And aligning faces to vertex in Cinema (or vice versa) doesn't seem to help either. The normals are fine when I export. But after I UV I bring them back in and the normal lines are different all over the place.