Any chance its a bad bake? Usually when that happens to me it's when I have geometry over geometry and the bake caught some of the faces of the underlying geo. Usually tweaking the distances fixes it.
Include your source files/fbx's for us to take a look at, it would be much easier to diagnose rather than throw a dozen speculations of what could be the culprit.
Include your source files/fbx's for us to take a look at, it would be much easier to diagnose rather than throw a dozen speculations of what could be the culprit.
Low poly has a lot of n-gons and no uv's? Is this the right version of it? I don't exactly know which was the problem area, but when I baked it the major issue happened at the round shape and it's mostly due to bad geometry.
With slightly cleaner geo and using substance's auto unwrap. You need cleaner geo both in the high and low. They both had shading issues, which will get you bad bakes.
With slightly cleaner geo and using substance's auto unwrap. You need cleaner geo both in the high and low. They both had shading issues, which will get you bad bakes.
Where did you bake? WHere i circles is those 2 issues that appear like flat faces but the normals arent broken, the verts are welded and i did UV map the lower
WHere i circles is those 2 issues that appear like flat faces but the normals arent broken, the verts are welded and i did UV map the lower
I did the bake in substance painter. It could be that if you are baking multiple objects, the match by name setup isn't occuring correctly and it's baking off other object into that part of the texture. Sorry for the late reply.
The issue is almost certainly in the low poly and assuming UVs are good is probably caused by triangulation on import. If the OP exports the model from painter and compares it to the source mesh I expect the problem will become obvious
I said as much in the other thread the OP posted but there was no response
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WHere i circles is those 2 issues that appear like flat faces but the normals arent broken, the verts are welded and i did UV map the lower
If the OP exports the model from painter and compares it to the source mesh I expect the problem will become obvious
I said as much in the other thread the OP posted but there was no response