Hello, i've encountered this problem while baking high poly to low poly in substance painter. I've modeled these in blender. These weird lines are made anywhere the edge is marked as sharp. There are no overlaps on UV and meshes have no seams.
Someone told me that the problem was that UV wasn't split where i had marked edges as sharp. So since i didn't want my mesh's UV to be split into 4-5 parts (which was totally unnecessary) i just removed sharps and the bake ended up like i suspected, with weird bending shading on normals:
These weird lines are made anywhere the edge is marked as sharp. There are no overlaps on UV and meshes have no seams.
Turns out, it is super necessary.
Split your UV's where you've got hard edges to remove those black lines, only other option as you've shown, is to have ugly (and unwanted) gradients in your normal map.
Split your UV's where you've got hard edges to remove those black lines, only other option as you've shown, is to have ugly (and unwanted) gradients in your normal map.
I thought too much splits in UV wasn't a good thing. Like, you have to split for example 25 degree edges too?
If you are splitting your smoothing reasonably, like at 40-50 angles, then its completely justified to split those UV's wherever, since you already have the cost of splitting them by smoothing. If you were splitting your UV's at a super low angle threshold, like 20-25... you'll have a lot more smoothing splits, therefore more UV splits.
It's not UV splits that aren't a good thing, it's way too many smoothing splits that aren't.
Replies
Turns out, it is super necessary.
Split your UV's where you've got hard edges to remove those black lines, only other option as you've shown, is to have ugly (and unwanted) gradients in your normal map.
It's not UV splits that aren't a good thing, it's way too many smoothing splits that aren't.