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Baking issue on character model

Wolfer
polycounter lvl 8
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Wolfer polycounter lvl 8
so i'm running into some issues with substance painter. I know i can paint in blender but I like using substance painter.  So I have it where i brought my character in painter, he is clothed and has outfit over him and all.  A lot of his clothes have the solify modifier and they are applied when i export it. So i bring it into painter and when i do just a quick bake to set things up, the ambient occulusion has it where his clothes has marks. I wonder if it because maybe his body under his clothes are too close to the outfit causing these issue. I also notice it made his collar white plus does it for his head. Here i'm including screenshot to see what causing this.  What could I do to fix this. I could fix the body inside more but like to double check on this. Any follow up questions on this model let me know.

Replies

  • Eric Chadwick
    It could be the UVs are overlapping.
  • Wolfer
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    Wolfer polycounter lvl 8
    Someone said the say thing  but the objects are on different material. Here I just took picture that show it. So let see what causing this. Also I see this occurs on ambient occulusion.
  • Wolfer
  • Eric Chadwick
    If you share the model in FBX or OBJ format, others might help by examining it for errors. 
    (to upload a model, put it into a ZIP file, then drag-and-drop into your reply)
  • Fabi_G
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    Fabi_G high dynamic range
    +1 for sharing the model, faster than guessing :)

    But guessing, I'd point to overlapping UVs too: unless offset, the additional geometry that's generated by the solidify modifier will occupy the same UV space as the original geometry, ergo will bake to the same pixels.
  • Wolfer
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    Wolfer polycounter lvl 8
    Sure np. I forgot I can do that.  Here you go. Here is the file.  So i agree it could be uv overlap but i took a look. Also i had it where the body and the outfit are in different materials. So they should have their own uv but maybe something i'm not aware of. Also just remember got this baking issue in substance painter. Here the model.

    Also there were a few uv that did overlap but they weren't the cause on the vest. That uv packer i used i somehow messed up with.
  • Fabi_G
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    Fabi_G high dynamic range
    Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example).

    Here is a quick walkthrough how I checked with the jacket:

    1 - UV Sync Selection is enabled in UV editor, meaning faces selected in UV view will be selected in the 3D view as well.
    2 - Some faces of the jacket were selected in the UV view
    3 - Checking the selection in the 3D view, inside and outside are selected on either side.

    So: 1 face in the UV space corresponds to 4 faces in the 3D space, meaning when baking, they will all write to the same pixels of the texture. If AO for a occluded face was baked, it will show on all those faces sharing the same UV space.


    Reimporting your meshes (or applying the modifiers), you should be able to reproduce this yourself.

    To solve this, you would have to re-unwrap with the generative modifiers applied so each face has its own UV space and/or, if you want to re-use parts of the texture, offset UVs of faces you don't want to get baked by 1, so they are outside of the 0-1 space.

    The mirror modifier allows to offset the UVs of the generated geometry in its settings. As far I know, with the solidify modifier there is no such option. However you can assign the generated geometry to a vertex group and then offset the UVs of that group with a UV warp modifier. This doesn't work with a filled edge though, since the edge faces will belong partly to both vertex groups. 

    Generally, the question is what is the plan with the character, do you need all this geometry that's never seen? Perhaps just have the edges of cloth intersect with what's below and avoid thickness. There's probably many character examples to look at with interactive 3D viewer in the browser, perhaps on sites like Sketchfab or Artstation.
  • Wolfer
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    Wolfer polycounter lvl 8
    I will look into all that. So yeah i'll try applying my modifier and unwrapping to see if that helps out. Thanks for taking the time to explain all this for me and including screenshots.
  • Wolfer
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    Wolfer polycounter lvl 8
    You know here is a question I thought of. what should I  keep in mind when you are baking a character who is wearing clothing and the clothing is a separate object as i made it where his body and clothing are different objects. I'm use to baking object on top like weapon and all but never did a character with clothing on before.  I notice how that could be what causing some ambient occulusion issue for me.
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