But, I have a problem. And, I spent seven days to fix this; however, all attempt is failed.
This is the mesh that I want to bake. I made it using Maya 2018
And, this is the high poly version.
This is the uv-map for low poly version.
And, this is the high-poly version.
I saved two meshes as .fbx file. And, this is my option value to bake normal map. However, when I bake it...
Nothing happens. I thought that maybe because of "combine" mode. However, even though I changed it...
Nothing is remarkably changed.
I really have no idea why substance painter could not sense the edges at all.
Any tips or hints?
Thanks :-)
Replies
Hello, Larry. Thanks for your advice. I am working on to create hp-mesh for nm map.
However, I have a question. I guess this is the most important one.
Do I must create hp-mesh at all at the first place?
I mean.. why not middle poly for baking normal map? That's what I did last time a.k.a Hello Kitty Pistol. And, that did not cause any issue for normal map, at least.
The purpose of creating hp-mesh is to create better normal map, right? Which means.. if I can create better normal map using middle-p mesh than hp-mesh.. then I think using middle-poly mesh can be best option.
By the way, the difference between middle poly and high poly is... (so far I understood)
middle poly=inserting edges+beveling
high poly=inserting edges+beveling+Smoothing
If smoothing angle is 30 degree which is default, it could cause black edge issue. However, if I change value to 45 degree.. and using anti aliasing 2x2 in Substantial Painter... then
A lot better than before :-)
PS - I bake the map using middle poly mesh.
The purpose of nornal map is to have detail without having geometry.
High poly does not have normal map
Dont bake normal map if you dont have sculpted detail... I see you trying to make normal maps out of everything, you dont need to.