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Is my lighting wrong because my UV is not unwrapped properly?

polycounter lvl 6
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bitinn polycounter lvl 6
Hi all,

I am seeing some weird lighting in Substance:




These are the baked normals:



These are my UV and low-poly model:



And my high-poly model with material id looks something like this:



My questions:

- When I rotate my environment (basically the lighting), sometimes there are undesirable sharp transitions like the screenshots I posted above. Yet I don't know what exactly is causing this issue. I would like to learn the general steps for troubleshooting this kind of problems.

- Basically I am trying to baking a smooth bevel corner into a chamfer corner, I don't see why the baking process can't capture the smoothness in normal map. Is it caused by my UV? Or is it something else (like I need even more geometry) ?

I have read EQ's great post and wiki page but I feel I still don't know how best to fix such issues.

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