Hey everyone,
I am currently working on a project in which I have to model a Rim for an Aircraft. I finished my High- and Lowpoly recently and tried baking in Substance with Averaged normals.
After baking a 2k map for the whole rim I noticed a weird pixelation around the outer part of the rim.
Since I've already read a lot about normal baking and the high/lowpoly workflow, I assumed it was an issue of too less polys at an edge. But even chamfering the edge wouldn't fix the issue. I tried messing with custom face weighted normals in order to receive a better result, but it wasn't better either.
Now I ask you guys, have I missed something essential?
I am using Maya 2018 and Substance Painter 2018.1.1
The only thing I havent tried yet is streightening the UV Shells, thats what I am about to try now.
Replies
Furthermore I know that my LP has a relativly high vert count, but in my case its needed and I am well aware of that
One more question: I know that some of the HP Edges are too sharp for baking, but the more it gets roundish edges, the more it differs from the real object after baking and thats what I want to prevent
Thx to @Obscura for the tip, widening the dilation also improved the edges a little.
@Obscura can you explain what is happening if you dial up the dilation slider? I cant find anything online explaining it.