How do I fix these kind of normal map errors, as I seem to get them all the time when I bake a high poly normal to my low poly mesh. Thus far I have tried it with xNormal and substance painter, with xNormal I have tried it with various different meshes.
At a glance, looks like a padding issue that's throwing those seam and bleeding errors but yeah as @Thanez said we need more info to drill down on this for you.
Sorry for late reply but here is all that you guys needed in order to help me im not quite sure how to resize these images properly sorry for that.
Highpoly mesh
UVs,
I didn't use a cage. And these are my baking settings, I have seperate materials setup on all seperate parts of the weapon and baked them all the same way.
This is in substance painter it only shows the current section im working on, the normal map however shows all the areas which I have made pictures of.
Replies
Highpoly mesh
UVs,
I didn't use a cage.
And these are my baking settings, I have seperate materials setup on all seperate parts of the weapon and baked them all the same way.
This is in substance painter it only shows the current section im working on, the normal map however shows all the areas which I have made pictures of.
give your meshes "NAME1_low", "NAME_high" (per mesh part, low for lowpoly high for highpoly )