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Texture baked outside of Substance software looks incorrect | Substance 3D bakers

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  4. Bakers settings
    1. Common Parameters
    2. Ambient Occlusion
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  5. Guides
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    3. Triangulating before baking
  6. Features
    1. Geometry Cache
    2. GPU Raytracing
    3. Matching by Name
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  7. Common questions
    1. How to export the baked maps?
    2. Is dithering applied to baked textures?
    3. Should I enable "Compute tangent space per fragment"?
    4. What are Assbin files?
    5. What is the bit depth of baked textures?
    6. What is the difference between the OpenGL and DirectX normal format?
    7. Why are there strange stretches in my textures after baking or exporting?
    8. Why is Matching by Name not working with Ambient Occlusion/Thickness?
    9. Why is my mesh fully black after baking?
  8. Common issues
    1. Aliasing on UV Seams
    2. Baker output is fully black or empty
    3. Baking failed with Color Map from Mesh
    4. Black shading cross are visible on the mesh surface
    5. Mesh parts bleed between each other
    6. Normal map has strange colorful gradients
    7. Normal texture looks faceted
    8. Seams are visible after baking a normal texture
    9. Seam visible on every face
    10. Texture baked outside of Substance software looks incorrect

Texture baked outside of Substance software looks incorrect

Alert:

Question

Why do the texture I baked with an external application and not the Substance Bakers look incorrect in Substance Painter ?


Note:

Solution

There is no immediate solution to this problem as many factors can contribute to the problem :

  • Verify that the normal format between the Substance software and the external application is the same. OpenGL is [X+, Y+, Z+] and DirectX is [X+, Y-, Z+]
  • Verify that the mesh has been triangulated before baking and importing it in the Substance software. See this page for more information.

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