Substance painter baking seams. Need more info to diagnose.
Substance painter baking seams In addition, you can follow this workaround if you want to avoid visible seams. I do not use hipoly mesh in this case. In this video tuto My material looks fine in substance painter; however, whenever I export the textures and set them up in UE4 (doing it the same way i always do) I end up with a horrible seam. Secondly I add bevel modifier (manualy selecting with bevel weight) and subdivision surface Hello, i've encountered this problem while baking high poly to low poly in substance painter. Merge the vertex normals of the low-poly mesh together (soften them / apply a However, once the baking was done, these lines have become more visible on the edges: I've been looking through the forums searching for an answer to my problem, I've tried Here to ask a few basic questions about seams in the baked normals on my UVs. I've tried flipping the Y channel, switching between openGL and direct X from within substance painter, but every time - I get those seams. I've tried to add a fill layer with just the solid color — no problems Substance Painter | Weird artifacts after baking. Based on your screenshots alone it looks like your model was not triangulated before baking anyways - and that will always cause shading issues. Substance Painter will highlight in pink edges that have missing seams in the baking view. Toggle navigation Polycount. This is very bad and we are working on the update to fix this. Texture resolution isn't infinite so if you're zooming into like 2 pixels worth of your UV space then there will of course be obvious seams. I'm using Maya > Substance Painter > Unreal pipeline. I have a strange issue with black shading on the UV shell edges of my model than I apply any material in Substance Painter. After baking the high onto the low poly, I can see visible lines on the model where the UV seams are. After trying various tweaks to see if they would go away, I found out that they are caused and affected by Height. Are these distortions fine or is there any issue i The official Adobe Substance 3D subreddit! Share your questions/artworks/anything relevant here! any tips on how to fix UV seams in substance? Share Add a Have you tried using the stamp/clone tool. Hey there, I have a proeject I am working on for a game, and It is having some issues when I get to the ligt baking process. After importing it into Substance Painter, I can see in the Baking Preview the UV Seams. Note: Explanation. Do I need to tweak any settings in Blender before importing into Substance Painter? Edit: I resolved the issue. And since you mentioned using Marmoset TB they have a specific tool for dealing with the issue (check this page). In Substance Painter, I bake the model in two separate parts because each has its own material, Firepit (Stone) - Base and Firepit (Stone) - Charcoal. Also, I've noticed a problem with visible UV seams in baked normal mesh map (when baking details from high to low poly). All project files can be fo The problem is the UVs, you don't need all those seams, you can just have a seam on the border since this plate is so flat. Split my model into tow parts, bake with xnormals at 4k, and compile the maps (2 sets) into one texture, I imported it into substance I got a bad bake and terrible Here's the fastest way to set-up your models for easy awesome looking photo-realistic materials!!Substance Painter Playlist:https://www. 工作中有时一个很小的接缝怎么烘都烘不好,那我们不如来试试用sp修法线的方式来处理接缝吧 Hi, so I’m having some problems with seams that appear on my low poly model after I do a high poly to low poly bake. Problem with seams (Beginner) Locked post. If keeping the UVs together has other benefits you would like, such as more seamless/convenient texturing - then bevel the edge and smooth them. Hello there, so as my title says, I'm am having some issues with the UV seams being highly visible within Substance Painter. Pinned. Align the UVs to the pixel grid in the UV editor of the 3D modeling software. A welcome addition. Substance 3D Painter generates Mesh Maps by baking mesh information. Hello, I have been working on this project. I’ve attached pictures of the problems in substance, my low poly and my high poly from It's rather a specific problem, I downloaded a model of a gun from the official CS2 workshop tools (provided by devs) for skin makers (Also, just to clarify, you got to understand that I can't change UV and anything related to mesh that changes it's geometry appearance, because it's a low poly model that is already in game and otherwise textures won't work for it). Mesh maps can be used to give more information related to the mesh geometry and enhance the look of materials. When I import my mesh into the Substance Painter and apply my Painter > Baking > Baking visualization settings. There are no overlaps on UV and meshes have no seams. Also, in the rendering view of Substance 3D Painter there is no visible seam, neither in Blender. The red lines are where the uv seams are. S. The things you think it's forcing you to do are your currently limitations in understanding the workflow. The back of the wheel in wireframe The bottom, where I placed my seams for the cylinder Hi guys! I'm having some problems when i bake my high poly mesh into my low poly with substance. This causes dark seams in the edges when using generators with wear in the edges of the mesh inside substance. Substance Painter baking AO weird issue (dark spots) lopan. i know i can probably paint out the seams but this defeats the reason i had hoped to use substance painter which was for its smart materials which work with substance baking and triplanar projection. Even after a perfect bake, seams can still be visible. Hi, I wanted to bake my high poly details on a normal map in Substance Painter, but when I do so and then export the textures, the shading on my model looks weird. [{"insert":"Hello,\nI have been working on this project. This allows the colors to "bleed" beyond the edges of the UVs, reducing the visibility of seams. Hi everyone! I can't express how frustrating it was going through the trial-and-error process of trying to fix my baking maps!My normal map, world space norm For the Painter baking settings, I usually use most of the defaults as they are (using Painter Version 9), but I do change a couple of things which you can see around half way through my latest video. I still see the artifacts wit 1K res unfortunately these are the 2 things i am trying to resolve. artstation. Edit: Also, I know you're frustrated, but this is not a Substance painter issue. the bake has no issues (last screenshot). I've messed with the settings but to no avail. Tiny little cuts all over, single face UV islands that have no texture space (literally some UV shells that are a flat line), areas with almost no shell @icegodofhungary Yeah I baked it in maya but I have the same problem in Substance painter. Tutorials . In this video I'll show you how to fix seams in Substance Painter Removed Amazon links for nowmy twitch: https://www. How can i get rid of that? This is hard edges which showed after baking. Especially, the Missing Seams on There is not enough padding around the seams and very likely some filtering grabs the "empty" pixels. We have some great things planned for this, but in the meantime you are getting this seam due to the tangent basis used to bake (SD) and the tangent basis (SP) used to view are different. I set both my import and baking sizes to 2048, dilation 4. Otherwise there is seperate polygon texturing in substance but imo it complicated things Then pack everything so there are no overlaps. What am I doing wrong? Still using Substance Painter for that. These weird lines are made anywhere the edge is marked as sharp. News; Forums; Patreon; Challenges. because of the seams in the world space normals, triplanar projection is not working for me. The rule is as follows: ALL hard edges MUST be UV seams, BUT, not all UV seams have to be hard edges. As you can see in the picture below, the problem clearely appears in your baked normal map and it occurs precisely at an hard edge location. I use Blender for 3D modeling. twitch. Fix for pink edges on Substance Painter model/Missing seams on hard edges . So basically when I try to bake the high poly onto my low poly, I get these artifacts around my UV seams and where I have intersecting parts. I tried baking it in 4096, still no use. Default is 64. I don't understand why this happening I made 2 or 3 models and this happening in all my models. . UV islands are non-overlapping. It also tells it what direction to project the bake based on the faces of the cage model. Please see the screenshot below. Fixing Seams in Substance Painter the Right Way + Bonus method as well! ♥ VIDEO LIKE GOAL: • 75 Likes! Welcome to a beginner-friendly tutorial on how to fix common Only two solutions are possible here : Use a cage to control the ray direction instead of letting the baker compute it from the low-poly geometry. When a reflective material is applied, I notice a seam where the UVs are mirrored if I rotate the view So I have this triangulated mesh with no custom split normals and no assigned material, no overlapping vertices, exported as . Track: Freeride — Vendredi [Audio Library Release]Music provided by Audio Library PlusWatch: https://youtu. Pimpek5555. It's Hi people. If anyone could help me out figuring out what is going on with these messed up normals (and therefore causing the lighting to look completely broken and make seams super intrusive) I would really appreciate it. A high value will produce less noise but take longer to compute. But when I tried to bake in marmoset, the Baking failed with Color Map from Mesh; Black shading cross are visible on the mesh surface; Mesh parts bleed between each other; Normal map has strange colorful gradients; Normal texture looks faceted; Seams are visible after baking a normal texture; Seam visible on every face; Texture baked outside of Substance software looks incorrect I have a simple test mesh created with Blender. That looks even worse! but I have no issues with the weird streaking when the material is applied (the ugly seams are still obvious) The seams don't seem to be where the uv seams are (from previous step). com/watch?v=j Diagonal edges in the bake are jagged, and the curved part near the front of the object appears faceted. I have tried everything I know. Substance Painter makes it super easy to blend neck seams together. But every bake it creates some weird edges (seams or extreme ugly edges); i tried it with a all-smooth lp model and i tried it with sharp edges and UV splits on these edges (so with Substance Painter is not using the same tangent basis as Substance Designer. To do so, make sure to: Disable Hi I have a cube without sharp adges therefore i can't make unwrapping along these sharp adges to hide seams After baking you can see seams in the left - 12776920 Adobe Support Community All community This category This board Knowledge base Users cancel 3D Painter offers a new workspace for performing bakes launched by a new baking button. Top 7% Rank by size . I tried near every combination of bake setting but nothing seems to work. Before moving to Substance 3D Painter, Afterward, I ran a test bake to verify that everything was aligned correctly. I did a test and exported the textures into blender and everything looked just fine as well. The result is pretty decent - there is no obvious seam in the symmetrical section. Another curious thing: the problem is more evident if I add a Fill Layer (on the layers menu) For something that I do so often, I really should have made this video sooner. Not triangulated = no control over the shading behavior, and no control over the casting of Learn how to use the Clone tool in Substance Painter to fix seams, tiling texture issues, removing repeating elements and copying elements from one area of the texture to another. Almost as if it had baked in the normals of my low poly mesh, which is smoothed, marked sharp on hard edges with uv seams. Any help would be greatly appreciated. Or do i must add hard edges in each UV seams? (it's my first bake, don't hit me Indeed, increasing the quality of the resolution helped, but didn't solve the problem completely. Sort by: Best. I attached to files That I created to test Substance. Jul 2019. Project mesh. So I tried the same beveled low poly mesh, except this time shaded smooth with no sharp Whenever I bring a model into Substance Painter, and bake the low poly with my high poly mesh, I get these horrible seam lines where I had cut the UV. My first thought would be to uncheck "enable seams" when baking the curvature map: 0 I am a student and I facing baking broblems in substance painter. UVWs are unwrapped, with only one seam. AA makes no difference off or set to 8x8. I'm using the smooth shading in blender (i learned the tip, and it get better result,) I post my images THANKS FOR THE HELP HIGH POLY LOW POLY LOW POLY UV RESULTS :d CONFIG Hello, I'm a beginner, and I have made a wheel in blender, that I would like now to texture in substance painter. How it looks in Marmoset: Than in Substance Painter, it looks OK, while I have only flat color. com/a/3852919or https://lazarenko. e. The first screenshot is the model without the AO (left) and the model with the AO isolated Hi Creators, Substance 3D Painter is a fantastic tool but sometimes it doesn't give you the best results, especially when baking textures. Hello, I'm a beginner, and I have made a wheel in blender, that I would like now to texture in substance painter. The other is I assume you are either baking it all as one object or with overlaps enabled. All of my other maps looks fine expect Curvature map. The main reason being that a normal approximate surface information into a texture. P. You can pro are any of those edges sharp/hard? if so, they need to be marked as seams and unwrapped again to bake in substance painter All hard edges must be UV seams, that's true, but not all UV seams need to be hard edges. Visible seams in a project can be a pain to fix, but in this video you will learn a simple technique to fix Substance Painter project and baking settings. I've been baking the map to a 32-bit exr and converting to an 8-bit png in photoshop. com/l/oAwRiF To clarify I was referring to the version with hard edges (the last 3) which is where the OP has ended up through their own investigation. I've been dabbling a lot in high-to-low workflows and the use of Substance Painter and I've run into a strange issue. It needs to contain the low and high poly. Everything is turned smooth, with Auto-Smooth activated, and a 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 texture seams is driving me away from it currently). It gives you control over the skew direction of the surface. I am trying to bake a simple shape but I am facing issues when the bake is done. An extremely common problem, doing a Google search for something like "substance painter bake edge normals" should bring up plenty of info. For some reason, it's much more noticeable compared to when I bake details in Yes if the triplanar option don't work in the generator the best way is to add a paint layer between and paint on it to hide the seam,you could alternate with a dirt brush the white (add) and black (remove) with x shorcut to hide the seams. In other words, make sure to cut UV seams wherever there are hard edges and separate the UV shells with sufficient padding. fbx export dialogue, etc. There are visible seams in the normals in UE and I don't really get how I'm supposed to prevent them. There's no reason to harden it. What I Hello Substance community, I have been having an issue since today while texturing in Substance Painter. The solution was to use different smoothing groups in the polygons adjacent to that border and separate them in different isles/clusters in the UV, adding a seam in that border. Regards, Votes Learn how to paint across UV tiles (UDIMs) in Substance Painter with our step-by-step guide. There's a gradient on each face, rather than the whole curved surface being smoothed. The only thing I changed is to "use low poly mesh as high poly" and size to 2048. Learn how to fix seams using substance painter. The edge artefacts are impossible to avoid if you have a UV seam at a 90 degree edge As fas as i can work out the artefact is connected to the way textures are sampled/filtered and occurs when texels get bigger than pixels (*not a render Hi there, I am currently getting used to Blender and I'm experimenting with baking high poly to low poly using Substance Designer. So, I follow the fundamentals tutorials for substance painter and I Difference between Substance Painter's "Average Normals" baking and a traditional cage So then I tried it with the average normals on and it was a perfect bake. In substance painter as you can see there is no errors or visible seams However, once I Also, before baking, I moved symmetrical UV-islands by one UDIM-tile. Here you can see what happens. Painter > Baking > Baking visualization settings. It's substance painter problem. Substance Painter Rendering . The Baking Visualization section lets you see your high-res and low-res meshes and gives color overlays for matching errors and UV seams. For some reason, it's much more noticeable compared to when I bake details in Marvelous Designer can produce some amazing results, but usually at a high mesh resolution. Oh and btw, everytime you have circular Uvs with a hole on them you should straighten them so the UVs follow I have a simple test mesh created with Blender. Hello. Pimpek5555 node. But here is the problem. gumroad. All beveled edges are marked sharp and marked as seams. I am placing my maps in the emission channel, and all over the rest of the model it works flawlessly, however on this pass with this wall in particular, I get these awful seams, as if the texture isnt lined up properly. 11. No seams or missed So what I'm wondering is how the Substance bake comes out clean with little effort required The reason why both Substance Painter and Xnormal ♥ VIDEO LIKE GOAL:• 75 Likes! Hey everyone, In this brief tutorial I wanted to show everybody how to quickly fix your Seams in Substance Painter usin These seams (in terms of color on the baked map) are absolutely to be expected on a tangent-space normalmap. The baking process sends rays from the low-poly mesh surface to hit the high-poly mesh to create a match. If those In this video Nikola builds on top of the previously baked textures, showing you one way of removing seams with Substance Painter. Ive tried various edge dilation distances in ALL hard edges MUST be UV seams, but not all UV seams have to be hard edges. You cannot keep those UVs stitched together without a dodgy ass bake. The back of the wheel in wireframe The bottom, where I placed my seams for the cylinder like shapes The front, every hard edge (marked sharp) is also a seam. After investigating on your model, it seams the issue is due to hard edges not having a UV seam. Parameter Description; Secondary Rays: Amount of occlusion rays. I am only a beginner using the Substance programs and also with the texturing process and have a very small understanding of the baking process. CuriousAn124. Long time ago I had problems baking normals maps in Substance Painter causing cuts in the 90º angles. I only have the lowpoly, so I'm ticking "use lowpoly as highpoly" in the bake settings. I have tried baking with and Hi guys)After baking AO map in substance painter it reveals-shows seams. The seams roughly match up with the topology and faces of the high-poly. High poly has no UV map and was sculpted with dyntopo turned on. I'm sure other platforms have a similar function). When importing a model and baking its normals using a high-poly model the edges are pixelated and aliased no matter the resolution Most likely! A cage is another bit of geo that tells the program what needs to be captured in the bake. Even on a simple box model they appear. normals; texture-baking; Share. In Painter, just the default bake settings along with Subsampling 4x4 for antialiasing gave great results. Also I recommend Marmoset 3 for baking. Make a duplicate of your low poly mesh and scale it up slightly I have a simple test mesh created with Blender. This only happens whenever I start working with masks. node. I've updated the Here's a short list of things I've tried aollowed by the result: Baking in Substance Painter instead of Maya (same results) Baking with smooth edges across the entire model (seams are less obvious) Baking with hard edges How to get rid of aliasing along edges in Substance Painter? I set Subsampling 8x8 while baking textures Share Add a Comment. In addition to the guidance you have received from other posts on this forum re Chamfer tension, unchecking Turbosmooth in . the dark lines appear as what would be expected with metalness behavior, and are darkened by planar changes in a normal map but could be an effect that's lowering the metalness just on the edge. The official Adobe Substance 3D subreddit! Share your questions/artworks/anything relevant here! So every time I bake my AO, it leaves some nasty artifacts where my UV seams are. In some perspective, the result looks nice: But from closer or behind, you can see distortions in the UV seams: And the result looks worst in 3ds Max or the 3d Viewer of Windows 10. Project Hi @Wolfer123,. In substance painter as you can see there is no errors or visible seams However, once I render out my Normal map and bring it back into Character Creator I am getting visible seams. G0056. tv/sirtabatabaimy website: www Hello, I have an issue where a bunch of objects from my character have hard seams showing when baking and also on the 2D texture viewer: I've tried multiple things already, such as clearing all of the seams, clearing hard edges, using one smoothing group and unifying normals etc but to no avail. How to fix pixelated painting in Substance Painter on model from Blender. For days I have tried figuring out why I get seams inside of Substance Painter. When I created a radio in 3ds max and go for baking in subatance painter it show me some unwanted lines and sharp edges as you see in below images. Level Design Environment Art Maya UE5 UE4 Substance Painter Substance Sampler Source Engine: CS:GO Source Engine: L4D 1 & 2 Productivity/Time Hi @Anonymous . Apart from having to manually paint out some baking issues with the AO, I've not had any problems, and it all looks gravy in Substance Painter too. Truly confusing normals/baking issue, seams and inverted faces in strange spots. Then I created another cube, beveled a bit all the The first two screenshots are the low poly with just the normal map baked in Substance Painter, which looks great besides the circled, flat area. until i can get You don't have to harden all UV seams. Eventually I am stuck right now. Reply reply More replies. I am using here 2048 in resolution that need to be enough for a so simple geometry. Setting Secondary setting Substance 3D Painter < Visit Adobe Help Center; Learn & Support; Get Started; Tutorials; Hey everyone, So I have gone and modeled my High poly Mesh in Zbrush and then exported that to substance painter to Bake my normal Maps. Offline / Send Message. Preview images of the settings Seams are visible after baking a normal texture; Seam visible on every face; Instead, it is possible to tell Substance Painter to use the mesh filename instead to match meshes by name. Remove ALL textures. I’ve tried changing some settings and baking again, but to no avail. The blue part of the baking isn't the cage, but the High Poly mesh. Solved: Hello guys, I am a student and I facing baking broblems in substance painter. Many filters and materials adapt to the geometry of a 3D mesh by looking at these baked textures. Everytime I try to bake in Substance Painter, these seasms show up with the prefix of "Missing seams on hard edges" Need Help! Share Sort by: Best. I don't really want to download a dedicated normal map baker cause I want this to work on substance or maya to keep my workflow as simple as possible. Especially, the Missing Seams on Hard Edges. fbx and imported to Substance Painter. In case you wonder, Substance 3D Painter has an option under the Baking Visualization showing you I am baking this model in substance painter but the seams are visible. I The default cage in substance is uniform all around so you're gonna get issues baking into crevices like that. Please 9 Last. The baking process no longer locks up the UI and screen; you can tumble the model as the bake happens. THE ISSUE: When I go to bake the high-poly into Substance I get these artifacts: Hey everyone, I struggle to understand how to best approach UV-unwrapping/baking the normal maps for these rocks. Hello, When I bake textures in substance painter it shows some hard edges. Same type of problem happened baking the normal map in Substance painter too. Hi! I am facing some issues trying to bake in Substance. It 's difficult to transfert between objets but with practice it's fast to do it for each object. Open comment sort options For baking you should place seams on all hard edges / sharps, as otherwise you get pixelbleeding which will be very noticable on the normalmap, since that is in tangent Maybe you know another way? Write in comments)Get this fur material https://www. As you can see in the picture, I've marked those edges as sharp and auto-smoothed the model, and then I beveled them in the high poly version of the same model in order to bake a normal map in SP. I tried to adjust settings but had no result. Did you bake your normals in Substance or another program? Is your mesh triangulated before exporting to Substance? Triangulation can have an effect on normals quite profoundly. Funny thing about Toolbag, it was originally just a simple, high-quality, realtime renderer. The normal colors look very distorted and I feel that if i use it in any game engine, it'll be a mess. Here is a Hello, I have an issue where a bunch of objects from my character have hard seams showing when baking and also on the 2D texture viewer: I've tried multiple things already, such as clearing all of the seams, clearing hard It's because your seams are at the part of your mesh that angles, try to add a loop just away from the edge and rebake and see if it works. fbx. 1. I marked all the edges sharp and as seams, activated auto-smooth(angle 180º) and then I shaded smooth and UV unwraped. You can bake that detail in Substance Painter with this easy tut Baking failed with Color Map from Mesh; Black shading cross are visible on the mesh surface; Mesh parts bleed between each other; Normal map has strange colorful gradients; Normal texture looks faceted; Seams are visible after baking a normal texture; Seam visible on every face; Texture baked outside of Substance software looks incorrect Needless to say, this is causing a whole host of issues when trying to use Painter's tools that use the curvature as an input. Quarterly Character Art Challenge; It's been a while since I last used Substance Painter, and I'm having a lot of trouble baking the normal map for this coffee maker. A lot of my mesh are separate pieces btw. it gives some dark spots as shown in the images. I'm using the smooth shading in blender (i learned the tip, and When importing into substance you'll either have to use legacy UDIMS or make each different material a different shader before exporting from Maya. Problem is that I get some artifacts when baking normals. This setting can be found in the baking or texture export settings. Give a better Texel Ratio to UVs. substance painter has no problem baking 90° angles if Hey everyone, So I have gone and modeled my High poly Mesh in Zbrush and then exported that to substance painter to Bake my normal Maps. I desperately need someone’s help here 😕 I know the basic rule of “edge splits/hard edges on UV borders” and have been using the “Textools” Yes if the triplanar option don't work in the generator the best way is to add a paint layer between and paint on it to hide the seam,you could alternate with a dirt brush the white (add) and black (remove) with x shorcut to hide the seams. this usually works for me. Improve this question. New comments cannot be posted. To find the right min/max values manually, bake first with this setting enabled then take a look at the console/log to see which values the baker did output. WoLD. This setting help identify edges that have split vertex normals without a UV unwrapping seam, which could lead to baking issues later on. Make a duplicate of your low poly mesh and scale it up slightly (in Blender you would use alt+S to scale along the normals. To understand this better, make a few test bakes with UV islands rotated in the UVs in a few different ways and you'll notice that Hello, Im actually so confussed because i always have that problem and i have no clue why that is happening and how to fix it i really hope you can help me with this i have baked my Low Poly with my High Poly in Substance and no matter For something that I do so often, I really should have made this video sooner. - create a masked fill. More posts you Seams are visible after baking a normal texture; Seam visible on every face; Texture baked outside of Substance software looks incorrect; Substance Painter; Substance Designer; Substance Automation Toolkit; Parameters. Get better control over your bakes by choosing specifically which texture set or UV Tile to bake. polycounter lvl 2. Mesh geometry bleeds on other parts and create artifacts. I've modeled these in blender. When baking UDIMs/UV Tiles, this parameter should be disabled to make the tonemapping uniform and not specific per tile, otherwise this could create seams between each textures. I have repeatedly encountered an issue in Substance Painter that I cannot really find a solution online for. First, I used a simple default cube to try. For some reason, it's much more noticeable compared to when I bake details in The official Adobe Substance 3D subreddit! Share your questions/artworks/anything relevant here! Members Online • EastFuel3105 . Sometimes the rays go Also, in the rendering view of Substance 3D Painter there is no visible seam, neither in Blender. I am baking this model in substance painter but the seams are visible. Every map was baked inside Substance painter. Hello everyone! I am fairly new to 3D modelling and texturing. Substance 3D; Magazine Baking is a good example of that. ) , which I will assume that you have followed in your current mesh, there is a thread on the Substance Painter Forum that mentions other factors that can affect baking normal maps. Someone told me that the problem was that UV wasn't split where i had marked edges as sharp. Here's the fixed UV A few methods in Substance Painter that allow you to directly paint on baked maps such as Ambient Occlusion and Normal Maps, helps to fix baking artefacts ca I have a simple test mesh created with Blender. be/p72brg5XSAMFree Download / Stream: https://alpl Hello I'm trying to bake a character in Substance but in the hands and feet area the seams show some strange artifacts: This is the seam line and unwrapped - 12840907 Adobe Community All community This category This Paint Padding (Dilation): In Substance Painter, make sure that the padding (paint dilation) is properly configured. and then going through and hardening edges that have UV seams (as a catch all, though in general you'll only need to harden an edge at Baking refer to the action of transferring mesh based information into textures. Try making a custom cage in whatever 3D software you're using. naman Hi guys, I need some help for my Substance Baker: I did a low and a high Poly Model of a Bowie Knife in Blender and wanted to bake the details from my high to my low poly within Substance Painter. Thanks for the message. I'm getting really weird artefacts Im really new in 3d world and i need help. So if you have a UV seam on a curved surface, leave the edge soft. Second, the UV's on this object are a bit jacked up. Why do my uv seams on my model create visible seams in substance painter even if layer has no textures. Sometimes the texture lack precision or has to compensate too much between the low and high poly geometry to be accurate enough. For example Smart Materials and Smart Masks rely on them. I'm using normal maps baked in Marmoset Toolbag 3 and there they all look fine. Why are there visible seams in the bake??? Low poly is an all quad mesh that's been UV unwrapped. Is it normal for the internal baker in Substance Painter to produce seams along UV edges? They appear on all output maps creating misalignment and are never seamless. In substance painter, check on Average Normals for baking hard edges. I have tried messing about with Your material doesn't have any texture right? Or at least nothing that would show this badly on a UV seam? It's all triplanar so should be relatively UV seam agnostic. Then pack everything so there are no overlaps. These are the maps I baked in Marmoset: Normals, Normals (Object), Position, Carvature, Thickness, AO, Also, in the rendering view of Substance 3D Painter there is no visible seam, neither in Blender. Aliasing on UV Seams; Baker output is fully black or empty; Baking failed with Color Map from Mesh; Black shading cross are visible on the mesh surface; Mesh parts bleed between each other; Normal map has strange colorful gradients; Normal texture looks faceted; Seams are visible after baking a normal texture; Seam visible on every face Substance Painter Baking issues. A very bad edges. Face orientation is correct for everything. mark de uv seams, unwrap it and arrange the maps. The parts that aren't blue are you Low Poly mesh. I tried to bake AO with the default settings and it yielded strange results. However, after baking it, the edge became dark. Naturally they get worse at lower resolutions but even at Correct Workflow between Blender and Substance Painter for baking good normal maps? I'm having seams. Don't forget to add space between your Hi again @Wolfer123,. Seams visible on normal map baking. 10. Improve your texturing skills and create stunning 3D models. I often get artifacts / black lines around the UV seams. Could be your texture resolution is From within Marmoset - I've tried changing the tangent space to every single option, but each one is giving me this seam inside substance painter. For testing purposes I just made a simple cube, then beveled the edges on the high poly by a lot to get a Substance 3D Painter generates Mesh Maps by baking mesh information. Even in Substance Painter the textures bake from the HP model well, but when I look at the actual texture the UVs act like individual planes if that makes sense. I just want to understand best practices moving forward, and I appreciate any help / clarification. The default cage in substance is uniform all around so you're gonna get issues baking into crevices like that. User Guide Cancel. When I created a radio in 3ds max and go for baking in subatance painter - 12171058 If you're not baking with the low fully smoothed and averaged then you need to make all your hard edges as seams to avoid this issue. This is my low poly, it is about 5k tris. Then you can bake one texture set for the whole mesh/model, set it to 4K, and start textures. What am I doing wrong with the mirrored version? 2. I've tried softening the edges again after doing the set to face and checked the vertex normals as well. youtube. They become incredibly apparent whenever I call on the curvature map to do something, i. Hi guys! I'm having some problems when i bake my high poly mesh into my low poly with substance. They came out with the baking features a couple of years ago, and only recently added texture painting. I can take the los poly in right now and bake that and get good results that look great, but I want to practice high and low poly baking. In Painter baking is done via the dedicated Baking Mode. For the last couple of days I have been working on getting a good normal map for my Retop, What I have tried/done: With my initial bad bakes In subs paint, I looked towards xnormals, then eventually 3ds max bake. These information are then read by shaders and/or Substance filters to perform advanced effects. Whenever I import an fbx model in Painter and try to create a material and use masks, it creates these weird white lines on my seams. In fact, the High Poly and the Low Poly should overlap, but In substance painter, you can see the edge but not that noticeable. The official Adobe Substance 3D subreddit! The issue is that these lines appear all over the model, not just on the seams: I've tried the following to no avail then exported them as a . I am unsure as to what could be causing the issue as it seems more like its related to lighting? I was doing a customizable go-kart but I have problems baking the normal maps in Substance Painter. lopan. Substance 3D Painter; Substance 3D Designer; Substance 3D Automation Toolkit Seams are visible after baking a normal texture; Issue. But for baking, it’s definitely the best there is. Then I duplicated the model and sculpted it and unwrapped it and call that my high poly. Substance 3D Painter has several visualization options to help you with your baking and toggling the visibility of the High Poly is one of them. That's where you need to offset the symmetrical pieces in the UV grid by 1. Blender . it could be caused by a generator making changes to your edges. I think the issue is in my normal map and I’ve tried putting that through photoshop to smooth it out but that doesn’t seem to work. In Blender, I first modeled the low poly, added seams and unwrapped it. Share Sort by: Best Made nice work, the first image appears to be caused by a lack of texture resolution. Seams are visible after baking a normal texture; Seam visible on every face; Substance Painter; Substance Designer; Substance Automation Toolkit; Parameters. You can pro ♥ VIDEO LIKE GOAL:• 75 Likes! Hey everyone, In this brief tutorial I wanted to show everybody how to quickly fix your Seams in Substance Painter usin Substance 3D Painter generates Mesh Maps by baking mesh information. Not getting your curvature map right on your low poly cube ? Not getting the rusty edges on your cube ? Watch this to make work your Metal edge wear perfectl When all is said and done, all your hard edges MUST be UV seams. I've created a model in Blender that I want to texture in Substance Painter. After baking the low poly mesh, I have no issues, and everything seems to be fine. Open comment sort options Need more info to diagnose. stnklmcqdepufufezcogrivcgrqxrjqtsofjzshkuxngwpsqh