So I'm sculpting dragon nunchuks, and I'm getting really frustrated with baking normals. I got the low poly to look ok in Maya (top left) but when I bring it into Substance Painter and apply a metallic substance, it looks like it's made out of crumpled tinfoil, especially around the eyes. I want it to look more like the highpoly (bottom right).
Is this a problem with my UV layout (bottom left) or topology? What would be a good way to approach retopping/baking normals for a sculpture (organic form, hard surface treatment) to avoid the crumple problem?
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I'm a little confused what you mean by tangent basis options stuff. From googling, I guess the obj format automatically exports without tangents and binormals? What does computing the binormals in xNormal do? I used xNormal 3.18.1 which doesn't have the tangent basis options (installing more recent version now though).