Hi for some reason when i do baking in marmosoft i get this issue on my model, i see on the cage that the piece for it is missing. the weird thing is on substance painter i don't get the issue. what is causing this. I already checked the face orientation multiple times. Been at this for a day trying to figure out these problems lol. Here is a picture of that
Also if I may add, trying to bake these details. The left one is the high poly and the one on the right is the result from baking. Do I need to make those details bigger to be baked or maybe that the best they can do.
Replies
I think the second issue is due to the texture resolution being to low. Of course a simple option here is to increase overall resolution. Or you could try re-using parts texture for repeating details. Using a debug texture while unwrapping, you could preview whether the density is sufficient.
For the second part, yeah i see the texture set for master was set to low so i set it to 4k size and got this result
When you mean "using some debug texture while unwrapping, you could preview whether the density is sufficient" do you mean like the checked pattern that is used like this. Just making sure i get my terms down
Yes, that's right, using some texture like that, in the resolution youre going to use. Depending on the texture, you should be able to tell whether you have enough pixels to pick up the highpoly information while doing the UV unwrapping.
Judging from the screenshot the sides of dials of the dials on top are one island with the cylinder cap. I would maybe have them as separate straightened strips, like it seems to be the case with the dial on the side, so the UVs align with the pixel grid - less visible stepping on straight lines.
I will say the issue with the dials that did help was that marmosoft texture set was set to low so i had to fix that up. Also the dials on the side i did have the strips as seperate straighted strips. So they are just normal strips for the high poly. Really appreciate the help.
Looking at the meshes/bake groups, they are currently not used to full effect, as the gun is divided into broad sections - adjacent parts within a section still project onto each other.
Other notes:
- There is some weird spike at the inside of the scope/eye-piece.
- Model has some occluded geometry, a consideration here has to be that it uses UV space too.
- Some bevels (on dials) are so tight geometry could be shaved off (seam between cap and side, hard edge to break shading)
- Looking at the UVs, (as already mentioned) splitting cylindrical elements consistently into straightened sides and caps would improve the result imo. You did so with some, but not with others. I would go for consistency here.
- wider bevels on high-poly are more thankful to bake and hold up on farther viewing distance.
Well that's my thoughts, as a generalist. In the end, if it works, it works. But I think the cleaner you can make it, the more you can potentially squeeze out.