Hi,
I've recently finished modeling gun and started texturing. Unfortunately I have baking issues. I made my model in Blender and It seems to me that there is some problem either with topology of my low-poly model or shading smooth problem (or both). When I'm just using shade smooth option and export model to substance painter, baked normal map looks like it just baked details but with parts of just shade smoothed low-poly model (like in the picture).
This is how model looks in Blender when I use just shade smooth option all over the model.
On the other hand when I use auto smooth option (get's rid of bad looking shading from flat surfaces) I don't have this problem but I have artifacts on sharp edges.
I have no idea how to deal with it because I never had this kind of problem with baking befor. I know that it's probably problem with topology but I think it's worth it to try and ask for advice. Some of the Uv's are moved one unit out of the texture space because I mirrored them in order to get better texture resolution on model.
This is topology of low-poly model
I know post may seem chaotic, I will provide any necessary info if needed
Replies
You could probably refine this to look better but it will never be perfect due to limitations in the way normal mapping works.
As long as you have padding turned on and you have made an effort to ensure that UV seams are horizontal/vertical wherever practical there's not a lot more you can do.
Basically if you are near enough to the object to see the seam artefact, you are near enough to need a bevel in the geometry.
The edge artefacts are impossible to avoid if you have a UV seam at a 90 degree edge
As fas as i can work out the artefact is connected to the way textures are sampled/filtered and occurs when texels get bigger than pixels (*not a render programmer)
I;ve checked model and I can't notice any artifacts on edges. There is a little bit of gradient on normals in some parts but I guess that's ok?
That's how model with normal map looks right now.