G'day y'all!
I'm working on improving my textures.
Here is the best state I can get it.
I'm interested in knowing - how do I bake normals properly? How do I go from low to highpoly properly? I feel like I have a lot to improve on my textures and have essentially no idea how to go about doing that. I'd be happy to provide models, substance painter files, and anything else that might be useful for improvement.
Thank you for the help ahead of time.
Replies
https://www.youtube.com/watch?v=tEixVr6elpw
Check out Allegorithmic's Substance Painter baking tutorial on YouTube.
Substance Painter is crap for quick iterative fixes.
Toolbag visualized the bake cages and lets you manage your baking groups on the fly, among other features.
Unless something has changed with Painter.
Painter's baker sucks.
Marmoset has a tutorial for their Toolbag baker on their website fortunately.
https://www.pluralsight.com/blog/tutorials/tips-creating-perfect-normal-maps-every-time
As a max user, when I'm doing PBR metal / roughness workflows for unreal I find baking in painter with a cage after triangulating the low poly mesh gave me the best results. Anything else I'm doing I just bake inside of max. I've used toolbag and it has a great baker, especially with bake groups, but I found it doesn't give the right results for my workflows. Not sure if it's like a tangent and binomial thing or something with how it computes its normal maps(which I don't fully understand and I don't mean flipping channels), but regardless of what you go with, painter, designer, xnormal, toolbag, handplane, max, maya, etc it might be worth searching for some information or asking directly about that pipeline so users who bake directly though that can post their tips on it as it took me some time to get my painter workflow down.
https://www.pluralsight.com/blog/tutorials/tips-creating-perfect-normal-maps-every-time