Home Technical Talk

Visible edges on baked mesh

Hello, im not new to baking so ill quickly explain what im doing. Im using Blender, in there i put hard edges on places i need them amd put a seam over thoes hard edges, I unwrap the mesh with 4px of padding and 8px of margin, i export the mesh as an fbx. to marmorset and bake the high poly to the low poly. After the bake i put my low poly into substance painter and import the maps. Every single time i get results like this. The edges are clearly visible even from a distance, every yt video or polycount post i look at has much softer edges than me. I seriously dont know what im doing wrong. If anyone can tell me id rrally be happy and grateful. Thank you. The image below arr my results.

Replies

  • Noren
    Offline / Send Message
    Noren polycounter lvl 19
    To be honest, that might approach "good enough", especially with textures, but if you want to get to the bottom of this, you could try to use one smoothing group for the whole object to check how well your pipeline is aligned. Right now, the normal map only does a bit of work around the edges.
    Padding/margin depends on resolution.
    Is there a reason you aren't baking in Substance? What's your target application? Portfolio renders in Marmoset? (Haven't used Marmoset and haven't used Substance in a while.)
  • gnoop
    Offline / Send Message
    gnoop sublime tool
    It's ok .Nobody expects better from 8 bit compressed normal maps.  Would be worse in actual game with screen space environment reflections and  AO and still nobody  would notice with other textures on   until it's something of a big scale up to your nose  . Then use actual geometry bevel .  More padding sometimes  helps too.   It also a bit depends on how the padding is calculated.  Some soft does it better than other  but  I don't remember  exactly which one  or if it's still any difference, stopped to care long ago. 
Sign In or Register to comment.