Hello guys,
been curious, what's wrong with my workflow for baking normals map.
did research on polycount, also youtube, and try several approaches, yet still facing the problems.
what did I do so far is :
1. Baking on substance painter : using low poly with a setup like on the attachment
2. do split UV island with hard edges (I'm using maya) and apply soft edges inside the island.
3. give padding on each UV island about 12px
4. Use cage to support the bake from low poly with UV island, and resize it along normal then export them as cage mesh.
5. split UV every 90 degrees angle normal on low poly mesh and layout them back, (still got an error)
6. I do export fbx from maya with smoothing groups on also triangulate them each obj.
7. I'm not using bevel for my low poly, but use edge loops on each side instead.
, gladly appreciate if someone able to help my problems, so i could find the best workflows for my own.
this is the setup I did use for baking.
this is my high poly render.
this is what my UV map and object looks like.
this is low poly mesh with smooth preview.
i did try to bake on marmoset yet still found the artifact.
and this is how its looks like with the artifact inside substance painter (baking everything using substance painter)
Replies
It might help to upload your mesh files and cage then maybe someone here can check for you?
This is my normal maps.
here is my fbx files :
1. https://www.dropbox.com/s/nvl5s7p06a0rkdr/CircleDesk_Cage.fbx?dl=0 (Cage Files)
2. https://www.dropbox.com/s/ezwcizkqv9piak1/CircleDesk_HP.fbx?dl=0 (HighPoly Files)
3. https://www.dropbox.com/s/efn7yq7ny2ho94m/CircleDesk_LP.fbx?dl=0 (LowPoly Files)
Green low, yellow high.
I use high poly from low poly and sculpt in zbrush before, yet too much detail cant go along for baking workflow then?
You have loads of geometry and edge loops on the low poly that you could use instead to add that detail and match the high better. It's just you aren't using it in the right places to get a good bake, you are using them as support loops to control the shading, but you have set up hard edges so those edges arent doing much of anything useful on the low poly.
thanks for clearing me.
thanks a lot, now my problems solved.