Hi. I need help to solve this problem. I'll be quick.
I have these low and high poly models:
But this is the result of my baking:
As you can see, there are horrible cuts on the edges.
These are the details of the process:
1. The low and high poly model are exported in the same position.
2. I have added the suffixes _low and _high on the low and high poly mesh names respectively.
3. To solve this problem, they told me (long time ago in this forum) to separate the smoothing groups in the UV as you can see below. This method worked before but not now. If I don't do this, the problem looks worst.
4. I have also tried to add subdivisions to the low poly model. This step is used to reduce distortions on the normal map, but not needed in this model at all.
5. Also, I have used a Dilation width of 8px every 1024x1024px of texture resolution (another tip they told me in this forum long time ago). These are the settings:
That's all. I have done all that and the problem continues. I have also checked the Smoothing groups, the mesh and the export options and everything is fine. I don't know what else should I try.
Replies
If you are close enough to see the artefact you're close enough to need more geometry to represent the shape.
The seam is still there, but is very soft now and not very visible so, it's not annoying to the sight at all like before. However, the problem now is outside Substance Painter. In 3ds Max the result looks horrible. I'll upload some screenshots if cannot solve it.