Home Adobe Substance

Baking problem behind the ears

plero
vertex
Offline / Send Message
plero vertex
I'm having problems when I bake my high poly mesh onto my low poly in Substance. I used a tutorial where you separate the different mesh parts into different texture sets and you don't have any overlapping mesh pieces in each set. This has given a really good result except for behind the ears- probably because there is an overlap. I'm new to 3D modelling this year, so I don't really understand the ray tracing/projection that's happening in Substance to do this. What sort of settings should I use to help the area behind the ear bake properly?

There was also some weird bubbling around where the seam line is on the hands, which I can probably paint out of the normal. But I can't do that for the ear because it's happening right where the hairline is.

The meshes were made in Maya and ZBrush. I have smooth edges turned on in Maya, and average normals turned off when I import to Substance.



Any help would be appreciated!

Replies

Sign In or Register to comment.