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.
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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)
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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?
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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.