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Substance Painter Problem: Mesh turns Gray after baking

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adrawingkidd polycounter lvl 2
I have a problem that I've been trying to solve for a long time now and I can't find any other solution over Google/Youtube, So I thought I try to get an answer here, hopefully.

Every time I go through the usual Baking setup/Steps in Substance (i.e: Import Low Res, Texture Set Resolution, Import High Res, Check Bake Setting, etc.) parts of the mesh turns Gray, but I can still paint on it.

-It's not the lighting because I checked it
-I've played with the Max/Rear Distance Rays and it does nothing
-I DO have 'By Mesh Name' set in the settings
-And the UV's are in the 0 -1 space (The reason some of them are on the outside is because they're the same. It's a trick to help save UV Space and texture similar objects and I've done it successfully numerous times before)
-I don't know if the Trouble Log has anything to do with it...I've never seen these errors before and Google/Youtube isn't helping me find answers
-All the Transforms, History, and Pivots have been felt with in Maya before exporting both Low/High Res
-They DO have the same Shader set
-Some UV's are flipped because of the mess that comes with using the Torus Primitive and trying to use option doesn't help either...but those aren't bugging me too much because they disappear when I throw on a random Material...

Any help would be grateful because this has been bugging me for weeks now...

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  • poopipe
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    poopipe grand marshal polycounter
    Are you sure that the UVs in 0-1 space are the ones you want to bake to?  Could they be the back faces or something?
  • adrawingkidd
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    adrawingkidd polycounter lvl 2
    They are. Its the same face regardless, I checked the faces in the Maya and they still baked properly whether they were back face or not
  • poopipe
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    poopipe grand marshal polycounter
    I ask because it looks suspiciously like the bit with the artefact is mapped to the back side of it's mirrored partner.

    Why?
    The dark grey is ambient occlusion.
    No inverted UVs means you're not reusing space per side, you're swapping sides around.
    The shape of the occlusion matches the triangle on the left side.


  • adrawingkidd
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    adrawingkidd polycounter lvl 2
    So, I should fix whatevers going on with my AO map in Substance Painter? 
  • adrawingkidd
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    adrawingkidd polycounter lvl 2
    Changing around the AO settings in Substance Painter seemed to fix my problem; Thanks for reminding me about it.
  • poopipe
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    poopipe grand marshal polycounter
    I don't believe that's the root of the problem. I think you need to fix your UVs. 

    Still.if it works it works
  • Marta burart
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    Marta burart polycounter lvl 9
    This same issue happend to me, and while I  was searching for an answer this thread was the first to came up, so I wanted to add a little update with what was happening in my case, and I believe in yours too. I was baking the mesh with the "match --> by mesh name" option activated and the low poly mesh and the high poly mesh did not had the same nomenclature with the predifined sufix. One was Hair_low, the other Hair_High, and by default it is _low and and _high, in lower cases. So that part wasn't really baking. The names are case sensitive, I hope this helps!
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