Home Adobe Substance
The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Sept 12. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

Weird Artifacts When Baking High Poly to Low Poly in Substance Painter

Offline / Send Message
Pinned

Help Needed – Weird Artifacts When Baking High Poly to Low Poly in Substance Painter

Hi everyone,

I'm currently facing an issue when baking a high poly mesh onto a low poly mesh in Substance Painter. Strange artifacts keep appearing in the baked maps, and I can't figure out what's causing them.

I've already double-checked the meshes in Blender — both the high poly and low poly models are clean and free of any visible geometry issues. I also confirmed that the UVs are properly unwrapped and not overlapping.

Despite that, the problem persists, and it's becoming very frustrating. Every time I solve one issue, a new — and more complicated — one seems to appear.

Has anyone experienced this before or knows what could be causing it? Any help or suggestions would be greatly appreciated!

Thanks in advance!

1high poly and low poly is clean

also this

low-poly UV

High-Poly UVsn

Replies

  • poopipe
    Offline / Send Message
    poopipe grand marshal polycounter
    it's probably catching the top of the handle below the handguard. 

    Try reducing projection distances in the baker.
    You could also try using absolute projection distances rather than proportions of the bounding volume - with objects that are very non-square like this the porportional distances can be troublesome

    if that doesn't work out, try using a cage

  • ITZSABO
    poopipe said:
    it's probably catching the top of the handle below the handguard. 

    Try reducing projection distances in the baker.
    You could also try using absolute projection distances rather than proportions of the bounding volume - with objects that are very non-square like this the porportional distances can be troublesome

    if that doesn't work out, try using a cage

    Appreciate the tips! I’ll try what you suggested and see how it goes
  • Fabi_G
    Offline / Send Message
    Fabi_G veteran polycounter
    Ideally share the meshes, so the issue can be re-produced.

    As a side note, looks like you have some hard edges without split UVs? Would expect visible seams there.
  • Eric Chadwick
    Two important considerations to think about with an asset like this:

    1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs.

    2. For hardsurface assets, you'll get better results by not using baked normal maps. Instead, it's better to use bevels and face-weighted normals. In a game engine, normal maps are usually 8bits per channel or less. And usually compressed, which makes things even worse. With smooth metallic surfaces, these bit depth and compression limitations mean you're going to end up with banding and seams, no matter what you do. Face-weighted normals help you avoid these problems.

    Nothing is absolute, there are exceptions. But with what we've seen so far, I'd recommend option 2.
Sign In or Register to comment.