You may want to explode your mesh before baking and separate all the overlapping elements or use a name matching feature. The artefacts you see are rays hitting the wrong floating geometry.
You may want to explode your mesh before baking and separate all the overlapping elements or use a name matching feature. The artefacts you see are rays hitting the wrong floating geometry.
You will have an obj for your low and one for your high but in each of these the different parts of your mesh will be spread apart in space so they don't touch or overlap each other
You may want to explode your mesh before baking and separate all the overlapping elements or use a name matching feature. The artefacts you see are rays hitting the wrong floating geometry.
You will have an obj for your low and one for your high but in each of these the different parts of your mesh will be spread apart in space so they don't touch or overlap each other
So basicly your model can't have any faces that overlap othher faces of the other parts of your model as example the bands that go through the skull can't be touching any of the skull? or did i get it completly wrong?
Exploding the mesh essentially means separating all the mesh elements, both high&low poly together,(in world space in your 3Dapp) that would interfere with eachother's bakes. So as rays are cast there won't be a problem with adjacent meshes projecting onto one another.
The process would be to select each element(high/low together) and move them all away from eachother so that they are far enough apart in world space as to be 'at arms length'(for want of a better explanation) This can be done by either duplicating the original high/low and using(and saving) this as a separate 'baked_mesh.fbx' Because only the Geo has been moved this won't affect your UVs and the maps will be baked to 0-1 UV space, and thus apply correctly to your original mesh.
Another option is to keyframe animate the mesh elements away from each other>exporting>set your animation slider back again to retrieve your original 'pose'
And another option is to using Substance Painter's 'bake by matching names' feature. This allows you to export the various mesh element as a single .fbx with eachpart(high/low) named as a matching pair with the _low and _high suffix(which can be customised in SP bake dialogue) SP will recognise the names when the option is checked and occlude rays on meshes that do not have matching names.
Exploding the mesh essentially means separating all the mesh elements, both high&low poly together,(in world space in your 3Dapp) that would interfere with eachother's bakes. So as rays are cast there won't be a problem with adjacent meshes projecting onto one another.
The process would be to select each element(high/low together) and move them all away from eachother so that they are far enough apart in world space as to be 'at arms length'(for want of a better explanation) This can be done by either duplicating the original high/low and using(and saving) this as a separate 'baked_mesh.fbx' Because only the Geo has been moved this won't affect your UVs and the maps will be baked to 0-1 UV space, and thus apply correctly to your original mesh.
Another option is to keyframe animate the mesh elements away from each other>exporting>set your animation slider back again to retrieve your original 'pose'
And another option is to using Substance Painter's 'bake by matching names' feature. This allows you to export the various mesh element as a single .fbx with eachpart(high/low) named as a matching pair with the _low and _high suffix(which can be customised in SP bake dialogue) SP will recognise the names when the option is checked and occlude rays on meshes that do not have matching names.
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Could you possibly give me some advices? Thank you.
The process would be to select each element(high/low together) and move them all away from eachother so that they are far enough apart in world space as to be 'at arms length'(for want of a better explanation) This can be done by either duplicating the original high/low and using(and saving) this as a separate 'baked_mesh.fbx' Because only the Geo has been moved this won't affect your UVs and the maps will be baked to 0-1 UV space, and thus apply correctly to your original mesh.
Another option is to keyframe animate the mesh elements away from each other>exporting>set your animation slider back again to retrieve your original 'pose'
And another option is to using Substance Painter's 'bake by matching names' feature. This allows you to export the various mesh element as a single .fbx with eachpart(high/low) named as a matching pair with the _low and _high suffix(which can be customised in SP bake dialogue)
SP will recognise the names when the option is checked and occlude rays on meshes that do not have matching names.