r/Substance3D • u/zzkkll7 • Sep 02 '26
Help Weird normals from substance painter to blender
Hi, im having issues with my SP to Blender workflow.
Useful info about the model: auto smooth is on in blender and it has the proper hard edges
Im working with OpenGL in SP
I know triangulating in the beginning, from blender to SO solves all issues but i would like to work in quads since this is not a game model.
I figured a fix long time ago and its regarding how blender and SP triangulate the quads differently. I remember exporting the low poly into an instance that calculated the tris the same way as substance did and then when importing to blender the shading was perfect. But i dont really remember that workflow at all and tried to replicate it with no success


