Hello:)
I have been modeling for quite some time now and baking aswell but i never seem te get it right. There probably is a ton of research but nothing i havent seen yet. So i thought maybe the strong community of polycount can help me on my path to the perfect bake! Lets get Fanatic!
I have added a Sketchfab model with high glossiness so its real obvious where the problems lay. For some reason all over the blankparts there are flakes i cant seem to get that. And here and there i have artefacts.
Here are some screenshots.
The normal map is 8k with 4x4 anti-all.
Hope to here from you soon and thanks for passing by!
Kind regards,
Jochem
Replies
there is quite a lot of compression banding, make sure your normal is baked at 16bit.
https://gyazo.com/fbd91e272c77e6160edab31f82b3b162
Assuming that the waeven part doesnt cause the issie this is the HP
Allright, so i will triangulate everything. but the not trianglutaded mesh would cause different issues then the compressed normal map right? And where can i set the bit count for my baked maps in XNormal or Substance painter? https://gyazo.com/38e7351a75981c1991ba75278e9aca46
Hey First of all, Thank you for helping me out and thinking along. Sometimes an extra set of brains can make the difference!
Side note i like how to weaving turned out in my bake. I just really dont get the weird shading when everything is smooth..
Substance should default the mesh map normal channel to RGB16F, which is 16bit per channel.
When you check details of a 16bit RGB, the details shows you total bit depth by adding all the floats together. ie a 16bit RGB texture should display 48bits, I suspect you have 8bit RGBA texture there hence why it's displaying 32bit total.
but since you tried both, you should be getting a 16bit normal bake for sure in substance. so I am not sure whats the issue tbh.
In what way do you mean work? As in more geo. And would that fix the problem do you think?