That Blender image is just to show a prep for export (not normal maps application outcome).
Blender generates normal maps fine, but it is not automated. You have to click a lot and tweak settings to get a clean, artifacts free output.
Substance Painter on the other hand is fully automated.
Unfortunately, there is no way to export original low poly in DAZ to OBJ. So I had to use FBX and strip from armature.
I did not want to take any chances and prepped hi/lo mesh for Substance Painter (SP) thoroughly. Got rid of unnecessary meshes and materials.
Consolidated the rest based on texture maps. And only had 4 at the end for hi and lo. Exported both as OBJ out of Blender for SP.
Importing via transformer was quite smooth. Generated profile and then specified normal maps in .ini file. The only thing I did not like, is that normal maps came matted white. Seams still need to be workout a bit.
76% of original size (was 666x19) - Click to enlarge
I also did 3DX, where I applied maps directly. So here is an outcome (can I call them three graces?
:w00t:)
76% of original size (was 666x19) - Click to enlarge
Finally, I converted normal maps to height maps and applied to displacement channel. This is where seams broke through hard. So definitely needs fixing.
76% of original size (was 666x19) - Click to enlarge
BTW I did not collapse UV in either export - OBJ, nor FBX, they are still apart. But that did not affect workflow at any step.
I did not mention: Credits for normal to height conversion go to
r/gamedev -
https://www.reddit.com/r/gamedev/comments/fffskm/convert_normal_map_to_displacement_map/