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If all else fails, all i can suggest is maybe trying to set up a new UV map, with seams in areas of the mesh that will be less visable. Crazy because I unwrapped various different ways and let Substance Painter auto unwrap it and got the same result every time. Making seams much more visable, even from a distance. I also notice a lot of the materials dont have a seamless transition accross UV islands, even when im using Tri-Planar projection mode. This may or may not solve the issue, i have seam problems in substance A LOT, this method ensures that all faces match exactly with pixels, reducing the risk of noticable seams.Īlso though, i find that the visable seams are usually caused by normal maps, as i think substance has a bug to do with Mikk-Tspace normals (I remember reading something about that issue a little while ago) Have you tried snapping your UV’s to pixels in blenders UV editor? select all UVs and press Shift+S and select the option “Selected to pixels”.īest to make sure you snap the UVs on an image of the same resolution of that you will be painting on in substance… so if your maps are 2048*2048 in substance, create a new texture of that size in the UV editor, then snap the selection. The padding that we generate in the viewport of painter is using a quick algorithm than doesn’t give the same quality as the one during the export process.” “Also by talking with one of the dev he told me that the preview in the viewport can be misleading and that should test with exported map instead. Before anything else, try the exported maps in another rendering engine, to see if the seams are visable in the exported maps, i say this because i found this quote online.
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