No problem! The reason you are not seeing the smoothing is because the high poly mesh has lots of smoothing groups/hard edges or is exported as faceted. Removing this smoothing fixes the issue. Below I just exported the mesh with a single smoothing group and everything baked as expected. Hope that helps!
I've tried re-exporting the High Poly from Blender a number of times with a number different options now (Re-calculating normals, smooth/sharp shading, smooth groups on/off, etc) and I'm still getting wonky results. How did you manage to get the result you did? Thanks again for the insight!
@Strata Sorry for the late reply. I didnt get a notification for your post. To remove the wonky vertex normals you can do one of the following: * Uncheck the Auto Smooth option in the Object data panel> Set the mesh shading to Smooth> Export (with write normals). * Go into Edit mode and select all the mesh> (CTRL+E) Clear…
Just for having multiple objects in there a map. I guess i am just used to controlling the edge padding of my bakes. But everything else is super smooth
@metalliandy Nevermind! I figured it out. Going through the smoothing steps you mentioned before fixed this as well. Not sure what the relation is, but problem solved. Thanks again!
@Malcolm, Good idea for the blur. I will see what I can do. The default values for the integrator are: Max Iterations: 300 Cont/Deriv: 80 Slope Range: 0% Planar Rigidity: 0% Enable Noise Reduction: On Smooth: Off :)
Hi! Without seeing a screenshot (the image isnt loading above) or the meshes, it's hard to say with absolute certainty, but I expect this is indeed down to the use of decimation. The baked curvature in Knald is generated directly from the High Poly mesh (true curvature), so it's likely that artefacts are already in the…
how about Single OBJ with multiple mesh inside? I still didn't try this. it will be a big plus on your list if working inside one single fbx with multiple mesh inside. nonetheless its really faster compared to painter and I have more control over the cage just like in marmoset toolbag. thank you at least I know I need all…
how about Single OBJ with multiple mesh inside? I still didn't try this. it will be a big plus on your list if working inside one single fbx with multiple mesh inside. nonetheless its really faster compared to painter and I have more control over the cage just like in marmoset toolbag. thank you at least I know I need all…
If you want to bake an fbx with multiple _high onto an fbx with multiple _low, use the "by mesh name" baking function of Substance Painter. But if it sounds exciting at first, truth is baking in parts and with the truly amazing inner-outer (cage-range) cage of Knald, you'll get better results. Or at least you SEE what…