I have this cube:
This is the UV:
When I bake the normal map in Substance Painter, I get this:
This just happens when I bake the normal map in cube shaped objects. I don't have this issue with more complex objects.
Anyway, the result on the model doesn't look so bad:
But I had to increase the Max/Min Frontal/Rear distance on the Baking options from 0,01 to 0,02. Otherwise, this is the result:
Somebody knows why this is happening or should I ignore these issues?
Replies
Thanks for replying. This is the result with the "Apply Diffuse" option unchecked.
About the "smooth shaded", are you talking about the "Smoothing Groups"? The model has a single smoothing group because there aren't hard edges, since they are chamfered. Should I use different smoothing groups and separate them in different UV isles/clusters even if there aren't hard edges?
Substance also does easily the worst bakes of all non-3d modelling software Ive seen so far
Thanks a lot for your reply. Sorry for my ignorance, but I didn't know about those "face weighted normals". I searched more information about this topic and I found this wonderful video:
https://www.youtube.com/watch?v=G-K7WT9IIok
That explains everything perfectly and how to solve the problem.
It seems the problem isn't the cube, but the chamfered/beveled edges. As gnoop said, this can be solved with the "Face Weighted Normals":
http://wiki.polycount.com/wiki/Face_weighted_normals
Everything is explained on the video I have posted. I'll try that tomorrow and post the results.
Weighted vertex normals are more elegant in a way, can probably be compressed better and will show less errors with discrepancies between baker and real time rendering solution, but there is nothing wrong with your initial outcome. (Also you need to be careful to not lose weighted vertex normals).
I did the cube test because I had a horrible shading on the sidepods (the things on the sides), but that issue isn't visible with the normal map. As you can see, the sidepods are the only piece beveled.
I didn't understand the last thing about "make those bevels inside UV islands" (maybe because my English isn't so good).
I prefer everything be perfect to avoid problems in the future.