Hello, I have recently been having an issue when baking in Substance Painter. I have been making edge damage in Zbrush on models that were originally low poly in Maya and then in Zbrush I divided the model and did edge wear on it. I then tried to bake the Uv's low poly and high poly in Substance and I get this, and on occasion with different objects with harsher edges I get black lines that look as if the object is tessellating and you can partially see the hard edge even though its been worn down.
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Do I need to take into Maya and retopo even though I made my lowpoly base in Maya originally, or do I just need to play with the baking common parameters?
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