im new to marmoset acutally its my first bake, but i aint new to using 3d software. i have this issue for a couple of days now and ive tried so many things with no luck. i was working on the model and it baked fine 1st time and i was able to export it on substance only later i found out that there are specific issues that i needed to fix and once i fixed it and went back to bake i found out that the used to be fine flashlight piece is now terrible so far i tried ..
- redid the lowpoly mesh to lower the count of polygon. - checked the meshes for flipped normals. - redid the UV maps. - renamed the mesh part and redid the material. - went back to the old file and imported the old meshes that were fine. none of it works, and the high poly mesh is fine no flipped normals at all.
appreciate it if anyone can share a solution to help me with it, Thanks
Hi! What do the UVs look like? Since some areas of the part seem to bake fine, probably not naming/bake group related, but perhaps due to some UVs overlapping? Ideally, you could attach some lowpoly + highpoly files for checking.
@Fabi_G .. ok i will sorry i didn't get you the first time. im doing another export at the moment but i have to wait around 50mins till blender is done exporting my PC is pretty old unfortunately. will be back to you with the the UV layout asap
Hm curious, looks to me like the baked normal map doesn't correspond with the UV layout in some areas, like some parts get overriden. An issue with texture sets assigned? UVs of parts using the same texture set shouldn't overlap.
To decrease export times, could try working with fewer subdiv levels until the very final export. Or complete the highpoly, and decimate it. Could test on one part how much you can reduce, while still getting good bakes with the choosen texture resolution.
yes your right, there is a difference cuz i played with the it abit between the Normal map error and the UV layout that i sent. the export takes so long cuz im using remesh + corrective smooth + decimate. its not a big deal with the scope but along with the rest of the gun it adds up to 4m polys.
Issue has been resolved guys, it was naming of the some meshes in the high poly that made the confusion in the baking process. thanks to @Fabi_G for working it out for me.
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Hello there, it seems fine to me but tell me what you think
will be back to you with the the UV layout asap
How i used to get the UV normal error while baking
To decrease export times, could try working with fewer subdiv levels until the very final export. Or complete the highpoly, and decimate it. Could test on one part how much you can reduce, while still getting good bakes with the choosen texture resolution.