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Confusion with Normal baking issues around edges/borders

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DustyShinigami polycounter lvl 5
Hi

This issue has been a reoccuring problem that I've not been able to figure out and was wondering if someone could help me? For a clothing asset I've made, I've followed this workflow on getting clean topology and UVs from Marvelous Designer to Maya/ZBrush - https://www.artstation.com/blogs/emilie_boisvert/RDKR/marvelous-designer-to-maya-part-1-retopology-domo-arigato-auto-retopo

Everything has worked nicely and I used the same method for adding thickness, unitizing the thin outer edges/borders and they've all baked nicely in Substance Painter. Can't say I've noticed any glaring issues; they all look pretty clean. :)





But with another piece - a gorget - I don't seem to be getting the same results. There are thin strips that I've used Unitize on and then unfolded along either U or V and then straightened. It has the same resolution. For test bakes 1K and for the final bakes it'll be 4K. However for the gorget, I'm not getting clean results.



What could the reason be for this? Is it because edges like this need to be thicker...? They certainly are for the clothing anyway. The low and high are matching pretty well, though I know there's a few areas where the silhouette isn't quite right. I can sort this out another time. I've deleted the inside faces and part of the back, which won't be seen, and I've also included some additional edge loops to better match the curvature. And yes, I've played around with the Frontal Distance slider. I get that these long thin strips aren't very big, and therefore won't get much resolution, which is what I chalked it up to before, but then, they're not for the clothing either. And those baked out fine.



Any ideas? Or any advice on how to get them to bake nicely? Thanks.

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