Hi! Im new to this forum and 3d in general.
Im trying to texture a plane I made in blender using substance painter. Im having real trouble understanding the whole process of baking the maps (the normal map particularly) and I get the weirdest artifacts that I've been trying to fix for the last couple of weeks. I hope someone can help me figure this one out!
This is the model Im trying to texture:
High Poly
Low Poly
The UV map for the low poly (Have I done it correctly?)
These are the settings that worked best so far
And these are the problems Im talking about:
- On some of the straight edges of the flaps I get this (even though both the "low" and "high" poly meshes for this particular part are exactly the same!)
- Some of the ridges look uneven, others look fine. Like these on the lower wing
- Some edges on cylindrical shapes look uneven as well. Like this, right next to one that baked completely fine
- Too many jaggies! Even when I crank up the resolution to 4k it looks like ass. Is it supposed to be like this?
Thank you for reading my post!
Replies
1) Low texel density leading to low res looking bakes. Utilize mirroring, overlapping, trim sheets or breaking up your texture sets a bit to resolve.
What is Texel Density and how to master it
2) Hardened (sharp in Blender) edges that aren't UV seams will cause artifacts when baking.
http://wiki.polycount.com/wiki/Texture_Baking
http://wiki.polycount.com/wiki/Normal_map
3) Angled / curved UV islands aliasing (exacerbated by low texel density)
http://wiki.polycount.com/wiki/Uv
4) Some spots where your UV padding seems extremely tight. Overall you could pack this tighter but you still need to leave a bit of room between islands to avoid "bleeding"
http://wiki.polycount.com/wiki/Edge_padding