


I worked on projects such as Mafia: Definitive Edition, Call of Duty: Black Ops Cold War, Scavengers, Dissolution, and a few others. So, since then I’ve been pursuing a career as a Character Artist, focusing on creating realistic characters. In my sophomore year of university, I discovered ZBrush and after spending just a few days exploring the software, it felt like I found the thing that I always wanted to do. I was fascinated by the idea that I could earn money doing art for movies or video games. I tried various things over the years and experimented with different mediums, going from wanting to be a graphic designer to later discovering that I could do concept art or illustration for the entertainment industry. My art journey started pretty early in life, I’ve gone to an art school since fifth grade, continued on this path in high school and then I graduated from Bucharest National University of Arts, Graphic arts department. My name is Andrei-Mihai Bejan and I’m a Romanian Character Artist. Until Arnold updates their shader to work correctly with tangent space normal maps and hard edges that's really all you can do, it's very frustrating.Hi.

To fix gradations add extra edge loops or bevels to the low poly. Triangulate low poly mesh, soften all edges, bake in Painter, preview in Arnold render with exact same triangulated mesh and ignore what you see in Painter. Ironically how you fix gradations is by hardening the low poly normals and re-baking, so you really only have one option here which is not a good one. The reason you don't see gradations in Painter is because they use Mikk tangents and their viewport shader is better than the Arnold aiStandard shader. Having any hard edges creates seams in the final render, but softening all the edges creates gradations like you have in your render. Now for the bad news, as far as I can tell Arnold can't correctly render a tangent space normal map in Maya unless you soften all normals. In Maya you must use that exact same mesh, the triangulated one to apply the normal map to so the triangle direction doesn't flip. In substance make sure your mesh is triangulated before you bake the normal map. The issue you're facing is because Substance Painter uses the Mikk tangent space and Maya viewport and Arnold use something else.
