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Smoky3d
Participant
May 25, 2026
Question

Should i mark Sharp edges on my low poly(Shade auto-smooth) or shade smooth for high poly to low poly baking?

  • May 25, 2026
  • 3 replies
  • 59 views

Should i mark Sharp edges on my low poly(Shade auto-smooth) or shade smooth for high poly to low poly baking?

I did an experiment of baking into the low poly once with sharp edges and another without.

1st image is with sharp edges marked.

2nd image is without any sharp edges marked and shaded smooth.

*No custom normals.

**High poly(subd) ofc is fully shaded smooth.

***Working in Blender.

 

    3 replies

    Cyril Dellenbach
    Community Manager
    Community Manager
    June 1, 2026

    Hello ​@Smoky3d,

     

    Interesting question and there are a few things to say.

    1. I wouldn’t say triangulation is an absolute MUST DO, but it sometimes helps with your normals indeed. In fact, Painter triangulates your 3D model anyway, even if it’s not clearly visible. However, it will perhaps triangulate the model in a different way than what you would do, resulting with weird shading. If you triangulate it yourself beforehand, you make sure the shading is clean.
       
    2. Checking how your normal map looks is not necessarily a good indicator to tell whether there’s an issue or not. I advise you to check the 3D model directly in the “Material” preview.
       
    3. If there’s an hard edge or that you’ve marked and edge loop as “sharp” in Blender, you should add a seam in your UVs, to prevent artifacts.

     

    Hope this helps.

     

    Cyril Dellenbach (Micro) | Product Manager | Substance Painter
    Smoky3d
    Smoky3dAuthor
    Participant
    May 25, 2026

    Apparently triangulating before exporting from Blender is a MUST DO to avoid the issue a mentioned lastly. My OG question though still remains as if i need to mark any sharps or fully shade smooth and let subd)high poly to low poly bake) do the work.

    Smoky3d
    Smoky3dAuthor
    Participant
    May 25, 2026

    I'm providing you another example in which case i have a flat surface with a simple bevel of 2 segments with profile shape 1. Without marking sharp edges before exporting the low poly i get this nasty result. Images are with Normal map applied and normal map is at 8192 resolution 16bit. In Substance painter the bake result shows fine.