I have been trying to teach myself Substance Painter for about 6 months now. But the issue is, I can't seem to wrap my head around why this piece of software hates me so much:
When I finished modeling my current project, I had a high poly and a low poly mesh. I thought that would be enough to get normals baked from Painter. Alas! All I got was a blank. No change in any appearance of my lowpoly mesh.
I googled a bit and found out that I need to have all the UVs laid out, mesh exploded, normals averaged, blah blah. I did all that. Took me some time due to my full-time job but I did it in the end. Tried it again and this time, and whoa! I got some kind of weird dents all over the lowpoly mesh.
Then around New Year's Eve, I was busy dealing with some major life stuff so couldn't focus on the project for a solid 3 months.
I have recently picked it up again and read up a lot on Catmul Clark. Watched a few videos, understood how a cage can really help improve things. So I went back to the drawing board, spent a few weeks making a cage for my mesh and today I finally finished it. Lo and behold, I'm getting multiple types of issues everywhere on the mesh. This is not at all like what I had watched in the tutorials.
The first problem is the manifestation of wireframes during baking in the normal map:
The second problem is some kind of "leaky" artifacts on a few of the components:
The third problem is bake overlap, as in other components' bakes being manifested on parts of mesh:
This is a 4k res texture.
Yes, I use an exploded cage for the exploded high poly and low poly meshes. Yes, the UVs are laid out (Maya Auto UV; there's just too many components in this project for me to do it manually). Yes, I know the procedure to bake (watched a lot of tutorials before). Yes, this is an original subscription, I'm not using a counterfeit copy.
I'm really close to giving up on this software. It just does not like me. I've tried literally every solution on the web but I can't get the software to work as intended. Like I said, this is the third time I went back to the drawing board and wasted weeks just to get it to accept my mesh and give me a normal bake. But for some reason, it has always caused extremely weird issues that I've never seen anyone else encountering. But I've still read up on and followed all tutorials I could find, to a T.
Any help would be appreciated. Thank you.
Replies
I can assure you that painter works. I look after a lot of users (over 50) of varying experience and they all manage to get passable results out of it.
baking is not straightforward in any software - tearing into something complicated before having a solid understanding of how to generate a clean model, clean UVs and a clean bake is asking for a massive bag of frustration.
I say that because I can see from your results that you do not yet have a solid understanding. Tutorials mean nothing once you're not making the item in the tutorial so they don't count.
I suggest you take a simple object and work on it until you get a good result.
If youve already done that please explain the whole project, show bake settings, uvs, how the texture sets are arranged etc..
Without context we're flailing around in the dark and won't be able to help
The chances are you'll Be able to recover without having to redo everything if you break it up into manageable chunks.
It looks like you're making a tank to me. I'd split that up into several parts over multiple texture sets or even projects as it's far too complex to try and cover in one hit.
Each material you apply to the low res mesh before export will give you a texture set in Painter.
Each texture set can have its own UVs and its own bakes.
If you're baking that all in one go you'll have all sorts of problems.
Split your low poly up into logical chunks that fit onto a sensible sized map at a sensible texel density. Assign a material to each chunk and export that to painter.
It's up to you whether you split the highpoly up the same way or not - you can have more than one highpoly in your list so might as well..
wrt: the multiple texture sets thing.
are you getting enough texel density on a single 4k map to represent the detail you need?
how long do your bakes take?
how responsive is painter when working on a multilayer document at 4k on your hardware? (a 16 core xeon with a 1080 isn't very responsive in my experience)
do you want to deal with a metric ton of crap in one go or would you rather deal with the same amount in smaller chunks?
re: the post above...
The cage absolutely must have the same UV layout as the low res or your tangents won't match and the resultant normal map won't point in the right direction. auto generated cages duplicate the UV information from the low res so they work fine.
cages are a crutch and I try to avoid using them - that said, you need to have a good grasp of all the other things that are going on in order to reliably bake anything complicated without one so probably best to carry on with the cage in the meantime