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Zbrush / Substance Painter Texture Seeming Issue

polycounter lvl 6
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batuk polycounter lvl 6
Hi everyone! I just watched a tutorial about trim sheets and tried to create one but it's seeming.  

My pipeline;
- Sculpt high poly in zbrush via wrap mode.
- Bake it to a plane in substance painter.
( Plane coordinates 0,0,0)

Under tutorial comments I saw it but don't understand what's meaning " I used wrap mode to get the edges the same on each side, and then before i baked, i duplicated the highpoly in max to be either side of the main texture so it is seamless when it baked because there is actual geo there to bake from at the seams. " 
 

Replies

  • Benjammin
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    Benjammin greentooth
    Hi, having the extra geometry beyond the edges of the low-poly helps with correct ambient occlusion baking - without it the baker doesn't "know" that it tiles, and you get light bleeding at the edges.
  • heyeye
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    heyeye polycounter lvl 6
    batuk said:
     i duplicated the highpoly in max to be either side of the main texture so it is seamless when it baked because there is actual geo there to bake from at the seams. " 
    They are referring to duplicating the high poly mesh twice, then snapping each to the left and right of the original high poly mesh(or in all directions if it's a 4-way tile)

    It's just a quick way to get the extra geo in each direction so there's no artifacting from the bake
  • batuk
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    batuk polycounter lvl 6
    Benjammin said:
    Hi, having the extra geometry beyond the edges of the low-poly helps with correct ambient occlusion baking - without it the baker doesn't "know" that it tiles, and you get light bleeding at the edges.
    Thank you! 
  • batuk
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    batuk polycounter lvl 6
    heyeye said:
    batuk said:
     i duplicated the highpoly in max to be either side of the main texture so it is seamless when it baked because there is actual geo there to bake from at the seams. " 
    They are referring to duplicating the high poly mesh twice, then snapping each to the left and right of the original high poly mesh(or in all directions if it's a 4-way tile)

    It's just a quick way to get the extra geo in each direction so there's no artifacting from the bake
    Thank you, I solved it this way!   
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