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I've baked the high poly into low poly in substance, everything is right, and I can see perfectly the shading when it comes to the material I use in substance painter. But when I export those maps and textures to blender and use it in a material, I get this weird artifacts, like a bunch of faces are doing their own reflection... I don't exactly know what is happening.

In blender: Screenshot with error in blender

In Substance painter: enter image description here

(The substance one shows a little bit more than the blender one, just to be clear)

EDIT:

Here is the blend file, with the textures and all set. Also, as asked in the comments, I already tried to recalculate normal withtout luck, and the normal map I baked was with OpenGL, just to be sure. In the .blend file you can see there is a weird shading even in solid.

Also, Metallic, Roughness and Normal are all set as non-color space in the material.

.blend with error

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  • $\begingroup$ Just to make sure, you have your normal, roughness, and metallic set to non-color space in blender, correct? $\endgroup$ Sep 27 '20 at 22:52
  • $\begingroup$ @ChristopherBennett Yup, all three in non-color, I use node wrangler to avoid forgetting those things xD I double checked anyways and yeah, all them as non-color $\endgroup$
    – Anima
    Sep 27 '20 at 23:14
  • $\begingroup$ It looks like something weird with the normals, can you show what the blender version looks like with just diffuse and normals? $\endgroup$
    – Sazerac
    Sep 28 '20 at 1:07
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    $\begingroup$ What kind of normal map did you export from Substance Open GL or Direct X? $\endgroup$
    – Emir
    Sep 28 '20 at 3:31
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    $\begingroup$ @RobinBetts Nope, all textures are png 8 or 16 bits (normals are 16bits for example) $\endgroup$
    – Anima
    Sep 28 '20 at 8:33
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The problems were caused by some non-planar quads as lemon said in the comments. For some reason, the direction in which tris are generated on those specific quads is important. Maybe in the bake, they were autogenerated in the opposite direction. I think that's the case, because when I join vertices to make edges in the opposite direction of the shading, all is fixed.

The topology could be better and include some edge loops on the sides, so the non-planar quads don't even exists at all, but well, for the moment, it works!

Some pictures to improve understanding of this kinda problem. This is the model in solid and render pre-fix:

renderer pre-fix solid pre-fix

And this is post-fix:

renderer post-fix solid post-fix

After that, I just re-baked the lowpoly, and worked like a charm. Thanks, everyone!

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