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I'm seeing seams in some areas when ever I try to up the resolution. These lines are where the edges are in the lowpoly model.
Best I can figure so far is that is is something to do with the normal map when it is baked in substance painter (default settings)?
much help would be much appreciated, anyone else run into something like this? I am seeing something similar in a couple areas too with totally different textured (like rubber).
thanks in advance guys!
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Replies
Also, when baking the normals inside SP, have you tried modifying the dilation width?
thanks for the reply but dilation did not change anything here
here is a photo of the normal map export and a screenshot from the textured normal in SP
just side note/prob unrelated:
I guess those rays on the sides ("ish on the sides") in the normal do not matter since that is unused space, I just have no idea why they are there at all.
The bake indicates that it's got faceted normals.
Farfarer was indeed referring to the smoothing information not the mesh resolution. Choosing a (low) automatic angle for low-poly smoothing group generation isn't a very efficient workflow. You will most likely have to spend more time getting rid of all the unnecessary hard edges/separating them onto UV shells than if you were to start with soft edges and set the individual smoothing groups/hard edges yourself.
I just re-did the low poly UVed mesh with the smoothing groups on and it fixed the problem. *facepalm