This is an issue that has plagued me ever since I first started modelling, and after seeing it rear its ugly head again, I've decided to finally tackle it seriously and hopefully put this issue to rest once and for all. A long time ago I thought Substance Painter was just bad at baking high/low normals and would manually…
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…