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SPainter bakes softer zbrush hi res mesh details vs Designer?

gnoop
sublime tool
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gnoop sublime tool
I have a weird  Painter behavior where it change flat to smooth shading on decimated  Zbrush  hi poly object , It makes the baked normal map sort of  blurry  vs  Designer or  Blender bakers  .   Does anyone know a trick to workaround it ?     Painter writes:  [Scene 3d] [FBX]   mesh normals are invalid (some values are null) and will be recomputed .   I assume it's not low poly one because everything is fine with low poly normals.     So why it recomputes  hi res  normals and doesn't just keep the shading flat  for crisp details ?   Is it  just default behavior  and I just haven't noticed it before ?


Is it ( softer looking  normal map) a feature rather than a bag   to suite better  modern renderers?  I have a discussion  with a programmer that  told me  too abrupt  change of pixel normals direction creates issues for modern real time renderers .   

Replies

  • poopipe
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    poopipe grand marshal polycounter
    I'm assuming you exported the fbx from zbrush?
    If so it probably makes crap fbxs because it's weird. Run it through something that isn't before shoving it up painter 
  • gnoop
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    gnoop sublime tool
    I tried  , no difference .  Chat GPT tells me it's a known   Painter behavior  and  suggests  to avoid decimation  so the hi res  mesh would keep quads .     Somehow I haven't noticed  that issue before.          Designer  bakes better actually  much to my surprise , trying  to be less smart   or something.   
  • poopipe
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    poopipe grand marshal polycounter
    I still think processing the mesh will resolve it. 
    I've not put anything I made through painter in several versions but its unlikely that they'll have a general problem dealing with a valid fbx (they test some stuff before shipping)

    I'd run it through max myself - you can trust that.  second choice would be maya. I don't trust blender - especially with mesh normals
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