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Participant
Jul 14, 2025 3:46 PM UTC
Question

Why are my pockets so dark after baking?

I created a jacket in CLO3d and exported as OBJ for use in Substance Painter. After baking my pockets become very dark (and collar is lighter). I feel it is due to the ambient occlusion reading the position of the OBJ when imported - the position of the OBJ is not straight. The dark pockets are also visible when adding a material to the jacket and it looks like the pockets are made out of a different material. How can I make sure the the ambient occlusion is more even (so thepockets doesn't become so dark)? I have checked UV normals are facing the right direction. I really appreciate some advice.

 

 

3 replies

Cyril Dellenbach
Community Manager
Community Manager
Jul 15, 2025 12:58 PM UTC

Hi @annika29135886qbkb,

 

Thank you for the question and images. Considering the screenshots, there are many chances that the baking cage is overlapping with itself. Try reducing the Max Frontal Distance value and bake once again.

 

Best regards,

 

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Cyril Dellenbach (Micro) | Product Manager | Substance Painter
Known Participant
Oct 25, 2026 6:17 PM UTC

Hi,

I have the same problem, but I don't have a separate high-poly mesh. I enabled the "Use Low Poly Mesh as High Poly" option, but I still get very dark AO around pockets and other parts attached to the main garment whenever I import clothing from CLO 3D into Substance Painter.

Has anyone found a way to fix this?

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Cyril Dellenbach
Community Manager
Community Manager
Oct 26, 2026 12:50 PM UTC

This isn’t a one solution thing. It depends on your project. If you’re not using a HP mesh, I’d check that you’re UVs aren’t overlapping. Could you also share a screenshot?

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Cyril Dellenbach (Micro) | Product Manager | Substance Painter