I’ve been trying to figure out why my model looks completely different inside of substance painter vs unreal. Here’s what I’ve done so far:
Here’s what it looks like in substance painter:
Here’s what it looks like inside of unreal. Mesh with only normal maps (Roughness disabled)
The one on the right is using the substance plugin(with resolution set to 2048) to import sbsar file from substance designer. This sbsar file has pngs (16bit) as the source files.
The one the left is not using the substance plugin and the source files were manually plugged inside of unreal. I am using tga (8bit) files for this one.
I made sure that the normal maps are using the normal compression method and sRGB is turned off in both cases.
Here is the same scene with both normal and roughness enabled. This has some nasty artifacts, even more compared to the one with only normal maps.
I made sure that the roughness maps have sRGB turned off and I tried setting them to both Linear Color and Linear Grayscale. Both show the same result.
For the material that was imported using the substance plugin (the one on the right) I have the roughness, metallic and ao maps all packed into one single texture file and labeled as “material_mask” for it show up in unreal.
I am really not sure what am I doing wrong. I’ve spent the entire night trying to figure this and my brain is about to give up. If you have any ideas, any help is greatly appreciated!
P.S. I am indeed using the “Import Normal” option when importing the mesh into unreal. And I did check the “Compute tanget space per fragment” for the normal map settings inside of substance painter’s Project Configuration.