so, ive baked this model before, and i had it working fine, but now when ive gone back to re bake it to update the normal map, everytime now matter what cage or no cage huge push little push i always get these white edges. They arent ray misses because i put the ray miss on red. heres a picture to better illustrate. ive…
Is there any efficient way to bake a multimesh object with different UVs in Substance designer? As each mesh inside of the object have different UVs it should generate different maps for each mesh. But if I select all meshes it will generate an unique map overlapping all maps. The only way to do it is selecting an unique…
Hello, I have spent the past few hours try different key words to figure this problem out. Right now I am trying out Marmoset 3's normal baker and substance painter workflow. I was blown away by how amazing the Marmoset 3 renders look, however, when I import into substance painter 2 I have massive seams at my hardened…
I'm new to Painter but am hoping it will get a few more organizational features when it comes to baking, like the recent handplane's projection groups. It'd be great to have presets where certain parts of a mesh can be hidden, like if your AO bake differs from your normal bake, etc. I'm having that issue now cause of…
Hi guys I have a problem. When cylinder object cut cube object like the image below, it make a black edge in curvature map. I really want to know how to ignore this or some key word about this. Thanks all This is normal map, you can see the circle on cube's face This is my bake setting This is black edge when bake curvature
Hello! I set up low poly model and high. Baked using cage and scanline perfect normal map. When I'm trying to bake ao form high to low using mental ray I'm getting weird artifacts which are black on final map. There is no overlapping no inverted polygons. I don't know what to do, other methods also giving same result.
I'm a beginner at subs, and my biggest difficult at it is the baking part. idk what i'm doing wrong. If the low and high poly aren't close enough or too much chamfer here and there or whatever idk what it is. This is one example of my problems. My UV if you wonder what i did. Yes it's the chamferzone tutorial. I can go…
Hey guys, I am working on one of my first full mechanical current gen projects, and I am asking to see if there is a way to ensure that I have my cage setup correctly without having to make tons of test bakes. While I have a fairly decent laptop, bakes still take way to long to use for a testing purpose. Is there a faster…
I'm working with an asymmetrical .fbx of a model from Zbrush - when I try to bake the high poly mesh in SP, the program seems to bake only one side of the original model, and mirrors it onto the other. Being new to Substance Painter I couldn't figure out why it might be doing that. Is there a setting I might have…
Baking out to FBX should do it. Make sure you start from the original animation, not the one where you tried to bake it. Make sure to learn the exporter bake settings; https://help.autodesk.com/view/3DSMAX/2022/ENU/?guid=GUID-31EA2A4F-A126-498B-96E8-31811522738A