Hello,
I have been working on this project. Eventually I am stuck right now. I am baking this model in substance painter but the seams are visible. I have tried everything I know. Please help me. I am attaching the files and screenshots here.
The Uvs are properly cut and perfectly layout.
HERE ARE THE FILES. https://drive.google.com/drive/folders/18sNKBvpCHFcS3iHUA2atSRBvD1YKmjJp?usp=sharing
Replies
It's ok seams . My advice don't waste your time on things nobody would ever notice .
Hey! The seams show because the UVs are not aligned with pixel grid, combined with low texture resolution (what's your target resolution?) Knowing this, you could try different UV unwraps to reduce the visibility (eg. unwrap cylindrical shapes as strips, stack UVs for similar parts to maximize texture space). Looking at your UVs you have some borders that could be easily straightened.
Attached a file with straightened UV borders, give it a try, if makes any difference:
Nope, It doesn't work. I don't understand why I am having this issue.
Texture resolution also matters, especially with tight edges. Looking at the blurryness of the welding seams your screenshots it might be too low.
Maybe this page from Painter documentation helps you:
Good luck!
On a (perhaps) unrelated note, you also have another issue with these low.fbx files (both your original and the edit) : they suffer from having plenty of hard edges right in the middle of smooth surfaces (handles, cylinders, and so on). These have no use whatsoever and will only make the asset harder to deal with since you'll be asking your normalmap to compensate for something it shouldn't have to. As seen here in FBXReview :
That said, these hard edges do not seem to be present on your screenshots. So perhaps this is an issue with your export settings introducing them, or some conversion you've performed somewhere in the process.
I applied soften edge on my low poly, but still having the issue. Please try to bake it if possible and if you can fix it somehow it will be very helpful.
Hi there,
Doing test bakes at this time is pretty much pointless. If we assume that the low.fbx you provided is indeed the one that you were actually using for your bakes (and not some re-export coming from a later step in your process), then the only thing for you to do for now is to figure out why these edges show up on your exported low in FBXReview.
It's because your seams are at the part of your mesh that angles, try to add a loop just away from the edge and rebake and see if it works.
this usually works for me.
It's substance painter problem. But when I tried to bake in marmoset, the results were amazing. I also tried some other projects and the issue is same. It's just substance painter is not good for showing bake. For render use marmoset.