I'm working on a game asset for my portfolio. I did my low poly model (about 4.000 triangles) and I added details in ZBrush, from my low poly model. I want to bake my high poly model into my low poly normal map using Substance Painter. Here's the result :
That's the result from the bake in Substance Painter. I added a bit of usage/bevels to the edges in ZBrush. I though it would be better since it's a game asset and adding bevels in the low poly model doubles the triangle count, but it seems there's a limit at what I though would be the best.
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That's the normal+height+mesh map from Substance Painter. We can clearly see there's something wrong.
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That's my model in ZBrush.
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And that's my low poly model made in Autodesk Maya.
So, my question is fairly simple, is there a way to avoid these artifacts ?I tried to bake my maps using xNormal, but I barely know this software, so it's really confusing and the results are worst.
Thank you
Anthony
Replies
Those angles are always a problem with normal map, the guy talks a bit about them in this tutorial, first page: https://www.artstation.com/artwork/nNXyK
About my problem, that's exactly what I did. I just add some bevel on my low poly mesh. I though 4.000 triangle was the perfect poly count, but I did my research and it seems that nowadays we can go up to 20.000 triangles for a single weapon without problem. So I added some bevels and now I'm at 12.000 triangles, which is still fine and gives a much better result