Flipped normals when exporting from Maya to Substance Painter

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  04 April 2017
Flipped normals when exporting from Maya to Substance Painter

Hi all,
I can't figure out an error that is described in the title. I have my polygon and vertex normals aligned as per image 'Normals displayed'.
I receive correct lighting in Maya as per image 'Maya'.
When I import fbx export with only smoothing groups and triangulate selected the result is as per 'SP' image. As import settings to SP I am using PBR Metalic Roughness HQ template with DirectX and no additional maps.
Does anyone know why it is happening?

As a side question: do I need to have high poly mesh also unwrapped or just low poly in order to bake high poly mesh normals onto low poly?

Thank you for an answer in advance!



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