Hello everyone, I was trying to bake my model on substance painter
and on 4K I've got these artifacts.
both of the max distance are 0.01, anti-aliasing 4x4 , match by name and I made sure that everything was named correctly.
so could someone please help me solving this?
Replies
They are the cause of the problems
Here are the files, https://we.tl/t-W2IKYwIi2f
So as suspected, your lowpoly isn't quite matching up with your high poly. Your UV's look fine, could use some adjustments as well, and packed better to utilize the UV space much more. You also want to make sure you generate smoothing groups/hard edges based on your UV splits as mentioned (not sure if the smoothing groups were destroyed on export/import, but I didn't have on import).
After making some adjustments to your low poly geometry, and properly putting the edges/verts in closer areas, the results are much better
I would like to comment that your high poly is lacking a lot of soft details to benefit baking. Definitely want to smooth your edges loads more, as this is too sharp to really benefit much If this is intended for games, you also have lots of unneeded geometry as well.
Here's your lowpoly with the adjusted/optimized geometry and cleaned up UVs btw!
https://drive.google.com/open?id=1QH6yZovJxdfKxncN9ogHwq2x4tJabtQ4
Well here's the thing, it's my first time baking and I barely have knowledge because I'm self-studying.
I would really appreciate if you could recommend me some sort of guide to learn retopo and uv for baking.
Thank you so much again!
I'd recommend you read everything in those but don't follow everything blindly. we don't need to use a lot of the old hacks these days but the fundamentals and the recent advise on specific techniques are solid.
also, try to bake curv map from mesh in substance designer, because Substance Painter bake mesh only from normal map, but Designer can from high poly mesh and that's can fix bad seam issue.
- old topic
- this sentence: "(...) bake curv map from mesh in substance designer, because Substance Painter bake mesh only from normal map (...)"
both I don't understand
Edit: saw your thread. Now I understand you better
- My advice for the future baking textures, Substance painter don't bake curvature map, what SP is simply doing, converting normal map into curvature map and that's can cause some isues at seams, but Susbtance Designer can bake curvature map from High Poly mesh, if Allegorithmic fixed this, reply please.
I mean:
And 'baking' is not 'exporting'... so... but then on the other hand you could still output the resulting curvature map