I'm working on the retopology of a high-poly model I made. I'm not very experienced with retopology and baking normals. When I extract the normal map in Substance Painter, I see these triangular artifacts(like cuts) as if it were a mesh problem.
When I bake normals in Substance, it generally looks pretty good, but if I change the color to something dark and zoom in, I can see these artifacts.
What could it be? Poor retopology, incorrectly configured normals, ... Honestly, if you could help me a bit, I would appreciate it.
High poly
Low Poly
Normal baked in substance
Artifact when zoom the model
Replies
If you want to enable people to reproduce your issue, share you're meshes (if small enough, zip and attach to post).
And while I think it doesn't contribute to the specific issue here, it might be good to triangulate the model, so the topology and therefore shading is consistent between applications.
Here are the models as well.
I'll try triangulating the mesh to see if it fixes anything.
Thanks a lot for the response.