Hi guys,
I'm in the process of baking my high poly detail, with Substance Painter, but I'm confused about the use of polygons. I've read threads where having ngns can cause issues with baking, (Specifically with xnormal) but I've also heard the argument that since polygon count doesn't make much difference for high poly baking (as it will convert to normals later) that ngons would not cause any issues.
I'm now confused as which to believe, please let me know our thoughts.
Thanks in advance!
Replies
But N-gons in your hipoly aren't a big deal.
On the other hand how hard is it to just triangulate those faces on your model before you export it? if you're using maya you can just run 'cleanup mesh' on the model with 'fix problems' turned on. Most programs have some way to select n-gons and triangulate them.
If you have ngons in you highpoly mesh that you intend to export to another app, this can be problematic, as some apps do not handle ngons at all or will not handle them as well as your 3D app. In this case it's generally best to convert to quads at or before export.
For low poly objects, you should convert these to triangles before exporting to an app to bake normal maps or to your game engine of choice. If you use quads or ngons to bake, another app or engine may triangulate it differently, which will give errors in the normal map.