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Odd triangular artifacts when baking a triangulated mesh in substance painter

Hey everyone,

I am trying to Bake my low poly Chest asset with a high poly mesh. I triangulated the mesh and shaded everything smooth since there are no super hard edges and exported everything as an FBX. After loading them into substance and attempting to bake the high to low I noticed there are a couple faces on one of the meshes that have dark triangular artifacts. Program used to model is Blender.

Any help is appreciated!

image_2022-11-09_212526351.png

Here are my UV's

Accents_UV.png


Replies

  • pior
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    pior grand marshal polycounter

    Upload your low.

  • Fabi_G
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    Fabi_G veteran polycounter

    +1 for uploading, less guessing.

    Guessing: Got mirrored parts? Offset UVs of those parts by 1, so they are ignored during baking. This will also avoid artifacts when using masks projected in 3d space (pixels at different positions in 3d space compete for same pixel on the texture).

    When using mirror or array modifiers in blender, you can set the UV offset directly in the modifier. With duplicates/instances use UV warp modifier to offset UVs.

    Note unrelated to issue: Got a few UV borders that are almost straight and would benefit from being straightened to reduce visible seams (Aliasing on seams).

  • iam717
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    iam717 polycounter

    90% of this is a box like structure so you would have a lot of long rectangles, even the "handling" areas if cut down the center where it is "hidden from view", can be rectangles. Which would make packing this a lot better and you get some more real estate for "uv islands", for more texture density.

  • Tonjo
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    Tonjo triangle
    Fabi_G said:

    +1 for uploading, less guessing.

    Guessing: Got mirrored parts? Offset UVs of those parts by 1, so they are ignored during baking. This will also avoid artifacts when using masks projected in 3d space (pixels at different positions in 3d space compete for same pixel on the texture).

    When using mirror or array modifiers in blender, you can set the UV offset directly in the modifier. With duplicates/instances use UV warp modifier to offset UVs.

    Note unrelated to issue: Got a few UV borders that are almost straight and would benefit from being straightened to reduce visible seams (Aliasing on seams).

    This was the answer for me! I had the same problem as OP and have been trying to solve this for two days. I use Blender, so I had my mirror modifier BEFORE my triangulation modifier. This means that triangulation happens after mirroring, so the mesh is not the same on both sides but the UVs are, hence the weird triangulation artifacts in Substance Painter. I moved the triangulation modifier before the mirror modifier, and it now displays correctly. Thank you!
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