Thanks, the lowpoly file explains it all. Your lowpoly model is made of way too many intersecting parts (as a matter of fact, pretty much every part is its own standalone "floating" primitive at the moment). Start by redoing the lowpoly model as one continuous and watertight "shell", like this: Also make sure that your…
Pior meant to retopo your highpoly as a single lowpoly mesh, not rebuild your high entirely! :) Trying to model your high as a single contiguous mesh is not good practice, especially with sub-d modeling. Also, personally, I would build the low in multiple parts and bake by mesh name, which only casts rays on matching…
You won't need either bevel or hard edges for this test. The first thing you need to do is to get the lowpoly model done as suggested. Contrary to popular belief there are really no "tricks" when it comes to normalmap baking, especially now that we have access to the unified Mikkt basis. There are of course many different…
While I have never baked normals in SP (never needed it for that to this day) I would assume that its baking tool is accurate since it has long been tested by now. So from there, a difference in result could be caused by the model not being triangulated before baking, with SP and Xn potentially triangulating things…
Just ran a bake test in SP2 on a simple door. Everything in one smoothing group, set to smooth. All one mesh but with floating and intersecting geometry. This model was not exploded! The test bake in xnormal didnt work as expected due to the intersections I guess. The fbx version of the model didnt bake in substance but…
Ha ! You probably fixed it thanks to another factor, because ... you definitely do not need the highpoly to be bigger than the low. As a matter of fact you usually want the opposite - that is to say your low being slightly beefier than what your retopology step gets you, in order for the lowpoly model to not look too weak…
OK, so, I am really doing my best to figure out all this stuff on my own/by reading discussions on this, but I think I need someone to dumb this down a bit further for me.... So, my problem is that currently, I am trying to model and texture a low poly sword in Substance Painter (because Quixel's inability to handle…