Hey guys,
I bake oftne with substance Painter, but with really simple mesh, I've an issue... the bake is totally wrong...
the HP has nothing particular.....
Usually, this issue is the wrong Groupsmooth but here, 1 UVISLAND = 1 Groupsmooth
I tried with a unique groupsmooth, same result...
No overlapped uv, no invertex poly, all is reset X formed...
I'm out of idea.... and you ?
Thanks, and have a nice week
Replies
Nop, I tried with more padding
Same result
lp and hp are here :
https://wetransfer.com/downloads/2d2175cb11e636b4d7fbe768c562be8d20200329221247/af1d7cf330df5e0c636433d80f14473d20200329221311/0483b6
- The ray distance needs to be high enough (as you are probably baking "relative to bounding box")
- And the texture resolution needs to be high enough to really capture the curvature of the edge. Below 8k you'll notice the seams
8k ? you said me we can't bake this very simple mesh without 8k map ?????
Relative bounding box is check, if I uncheck it, the baking is totally wrong. When I keep it, and increase the Max Distance, it"s similar result.
I tried in 4k resolution, and the seams is always visible
It's no the simple mesh which is requiring an 8k map. It's because of the UVs.
There are two routes you could walk.
- if this is all on your map take a non-square map, re-use texture space, etc. Whatever you do you have to increase the texel resolution or you will keep failing
- don't use a normalmap to define the edges of the mesh and just model them and use a normal map only for detailing / material definition
so you suggest to me to mid modeling this parts ?
Maybe if you add some more rounded edges on the lowpoly the texel resolution can sustain the reduced change in normal direction bit better too. You'll see.
Maybe the seams are even a non issue after applying a texture and in respect to your actual viewing distance for the end product.
Anyway.. the answer to your question is: your current setup requires an 8k map to get enough texel density for the normalmap to avoid any visible seams.