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Hard lines coming through my normal map

polycounter lvl 11
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Jay_117 polycounter lvl 11
Every time i go to bake in substance painter i get some bad triangulation lines through my normal map. I've been pulling my hair on this one. I have example in the link below if anybody can explain to me whats going on and how to fix it that would be great.

www.dropbox.com/s/jgtplpgxl6nqbhw/error-3.jpg?dl=0

Replies

  • Bartalon
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    Bartalon polycounter lvl 12
    Looks like you might have some hard edges along where those triangles are showing up (either on your HP or LP), or you have the outside surface and the inside loop of the hole on one smoothing group which causes the normal map to have to compensate pretty hard. The harder the compensation, the more obvious it is across large surfaces and/or lower resolutions.
  • Jay_117
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    Jay_117 polycounter lvl 11
    What do you advise to do in your opinion?
  • ZacD
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    ZacD ngon master
    I'd say it's probably an issue with the normal map not being synced with Substance painter. What engine are you going to put the asset in? If there isn't any artifacts in the final engine, you don't need to worry about the artifacts being visible in substance.
  • Bartalon
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    Bartalon polycounter lvl 12
    If they are hard edges, you should check the offending edges on your model to make sure they are smooth. For baking normal maps, everything on the inside of your UV shell should be [Maya: Softened, Max: one smoothing group] in most cases.

    If there are strong gradients along those triangles baked into your normal map, try splitting the UVs at the hole and giving each shell some breathing room in UV space. Also harden the edges at the new UV split.

    Also if you can't solve the problem it might help to post a shot of your normal map for more insight.
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