I have an issue when i bake, i tried with Substance Painter and XNormal. Here are both my high and low poly:
also tried with a bit higher resolution model which helps with some artefacts i had but there is still some:
and here is the issue:
I tried to modify the rear / frontal distance a lot but i couldn't get rid of this no matter what. I also tried to make a cage file but i had even more issues, i must be doing something wrong
Should i change my low poly geometry in some ways ?
Replies
In other words : you're not having any issues with normal baking - baking is having issues with the way you built your lowpoly
Hello -
I recommended you to make your lowpoly match the features of your highpoly more accurately, and drew a paintover showing you how to do exactly that.
Also, why would you "worry about triangles" ? Please explain the rationale that makes you believe that.
Lastly, if you current lowpoly creation workflow is problematic when it comes to connecting verts, you need to re-evaluate your lowpoly modeling toolset and adress this limitation before worrying about baking.
Good luck !
Yes i dont have overlaps in the UVs and i think i already use the "average normals" option.
Thanks for the help guys i will try to redo the low poly and follow its shape better.
there are good reasons for using quads, and bad siturations for triangles. but triangles have their worth.
just forbidding them is a pretty poor approach.
Especially considering that in games every asset is triangulated in engine anyways.
the lowpoly matching your highpoly is one part of the problem, but whats causing those artifacts is most likely too big of a cage or too long ray search distance.
Indeed, good of you to ask. The reason why I asked you why you were making such an assumption is because putting clear words on why one believes a certain thing helps identifying where such a belief is coming from. Bit of a socratic dialogue so to speak.
The problem is that whoever taught you that was 100% incorrect (either the teacher was incorrect, or you misunderstood what was said). Imagine the following : A perfectly quad-based cylinder, and then same cylinder with all its edges triangulated. These two models would deform and animate *exactly* the same way ; and as a matter of fact, the triangulated one is the one that actually ends up in the game anyways.
Now, randomly placed triangles do deform badly - but so do randomly placed quads. Of course selecting sections of a quad-based model is always nice and easy because all 3d programs allow you to do loop selections, and without a doubt the person in charge of skin weighting the model will appreciate being able to make such selections easily. But this has nothing to do with deformations during animations. If the person weighting the model insists on having a quad based model to work with, you can always give that a person a proxy model to pre-rig and transfer the weights from. As a matter of fact, unless you have a guarantee that your engine triangulates things exactly the same as your baker (which is extremely rare) you *do* need to triangulate before baking and final export anyways. One cannot sacrifice accuracy and clean bakes just for sake of a minor inconvenience in the pipeline - this kind of stuff backfires very fast, especially on hard surface models.
Now I am not saying that quads are bad or anything of the sort. But the reality is that what seemed to be a benign misunderstanding on your end or your teachers led you to create an inappropriate model - and in turn this had consequences on your baking. Everything is connected !
But i'm nowhere as near as 5 minutes to do retopo may be one day
Thanks again for the help!