Hello. I started to burn mesh maps in substance painter and noticed that the edges on the low poly model did not look right. What could it be caused by? Did I do something wrong with the model itself or is it a matter of bake?
Thanks for the reply. Unfortunately, even after applying these fixes, these artifacts still appear. I was wondering if it was not the fault of badly weighted normals or sharp edges. Could this be the cause?
the UVs for the bits with the artefacts are not straight . you also need to split and pad at hard edges
there's not a lot you can do about straightening the circular bits but antialiasing during the bake is usually sufficient if not try baking at double size and downsampling
Replies
also if you're going to put the camera that close, you probably need more geometry
- non straight uvs
emphasising
- too low resolution
emphasising
- sharp edges issues
As usual with these question: post your UVs, the low (with shading visible), the high.
This is my UV layout:
Here is LP with wireframe and without:
And HP:
there's not a lot you can do about straightening the circular bits but antialiasing during the bake is usually sufficient
if not try baking at double size and downsampling