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Baking with HighRes model but result is still LowRes

New Here ,
Jul 03, 2022 Jul 03, 2022

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Hi !

 

I'm new to Substance, and there's something I can't figure out. Sorry if it's obvious but I've not found the answer yet, so I hope someone here can save me 🙂

 

> I export from Blender a LowPoly mesh and a HighPoly mesh that has a Multiresolution Modifier.

> I import the LowPoly to Substance and Bake the maps using the HighPoly mesh.

It does something, but the model still looks as blocky as the Lowpoly Version. I'm guessing it's because Substance doesn't add Subdivions, but I see all these tutorials where people have their model super clean in Substance, and I'd like my texture painting to be precise so I'd need that as well. 

 

Is there a way to keep working on the lowpoly model but for Substance to let me work on something looking like the HighPoly model ?

Attached to this question is an image of what it looks like in blender (on the left) and in Substance. It's more obvious on the armpits and clavicles. But the nose and eyes also are all over the place.

 

Again, sorry if that's a tired question, I'm just pulling my hairs out right now.

Thanks in advance.

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correct answers 1 Correct answer

Adobe Employee , Jul 05, 2022 Jul 05, 2022

Hi,

The process of baking has several limitations.

The first would be silhouette won't be affected unless you use the displacement/heigh to actually displace your polygons. When you're baking you are projecting the high-resolution mesh onto your lower-resolution mesh textures. Hence the limitation with the shape of your low-resolution mesh. 
In your case, I would recommend having a low poly that strictly follows the silhouette of your mesh.

I hope this helps,

Kind Regards,

Geoffroy SC

GeoffroySC_0-1657032824290.png

 


 

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Adobe Employee ,
Jul 05, 2022 Jul 05, 2022

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Hi,

The process of baking has several limitations.

The first would be silhouette won't be affected unless you use the displacement/heigh to actually displace your polygons. When you're baking you are projecting the high-resolution mesh onto your lower-resolution mesh textures. Hence the limitation with the shape of your low-resolution mesh. 
In your case, I would recommend having a low poly that strictly follows the silhouette of your mesh.

I hope this helps,

Kind Regards,

Geoffroy SC

GeoffroySC_0-1657032824290.png

 


 

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New Here ,
Jul 06, 2022 Jul 06, 2022

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That makes total sense, thank you for taking the time,

Best regards,

 

Kilian.

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