I've seen a lot of posts, videos...related to normal maps, shading...But I'm still having some issues when baking my normal maps, so I did some tests, and I wanted to show you to ask if I'm missing a part or doing something wrong:
First, I used a simple default cube to try. I marked all the edges sharp and as seams, activated auto-smooth(angle 180º) and then I shaded smooth and UV unwraped. Then I created another cube, beveled a bit all the edges and added some sculped details on the faces, just to try different things.
Then exported both in fbx format, and created a new project on substance painter(default settings, just changed normal map format from DirectX to OpenGL. I baked the mesh maps using default settings, just changed the resolution to 2048 and added subsampling 2x2(Usually I bake by mesh names, but because this is just a try using just a cube, I left that option in always)
The sculpted details on the faces are looking good, buy I'm having this seams on all the edges, and I don't know if I'm doing something wrong or missing something, so the people that uses Blender could give me some help, please?
Replies
Try adding dilation to the bakes.
Gawd, it looks a lot better now, thanks you!! I thing I'll have to research a lot more xD I never saw anything about that dilation option. Default dilation was 1, I put 8 when doing this new bake and the result is great.