I’m having trouble with a normal map baked from high poly in Substance Painter (same problem if baked from Blender). What appears nice and smooth in Painter has strange artifacts in Unity, which reveal themselves on the quad lines. Take a look at the attached gifs to see the problem in action. Note the ‘pyramid’ shape that emerges on the rim of the cup.
Unity: https://gfycat.com/gifs/detail/WetEthicalAdder
Substance: https://gfycat.com/gifs/detail/GroundedWateryAntarcticfurseal
As far as I can tell, here’s what the problem isn’t:
-It’s not a roughness map problem. I can remove the roughness map entirely from Unity and the problem persists. I’ve tracked it back to the normal being the issue.
-It’s not a flipped Y on the normal, as caused by using DirectX instead of OpenGL.
-It’s not jpeg compression
It might be:
-related to image bit depth?
-Just the way it is
If anyone has any notion as to what would cause this, I would seriously appreciate the help.
