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Blender to Substance painter normal maps baking error

Community Beginner ,
Nov 08, 2023 Nov 08, 2023

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Hi,

I'm having trouble baking my model correctly for a normap map. Here are some screenshots for the settings.

ShuWei_0-1699471431403.png

I have tried to export different forward settings as well. Model is also triangulated before export. In Substance painters new project setting, I have tried out both DirectX and OpenGL as well.

Temple1.png

While baking, all object are in exploded positions. The baking was fine until I re-import or create new project for the non-exploded models. Some parts are alright tho. Been trying to search for a tutorial to fix this error but doesn't seemed to fix the baking imperfection. Appreciate it if there is a tutorial or guidance for the setting that you can point me to. I might have followed the wrong steps somewhere in the tutorial. Thank you!

TOPICS
Baking , Discussion , Import & Export

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correct answers 1 Correct answer

Adobe Employee , Nov 10, 2023 Nov 10, 2023

Hi @Shu Wei,

 

I had the time to take a look at your meshes today. The topology has a strong influence on the Normal behavior of your mesh, and has mentioned upthere the Normals from the Low Poly mesh will affect the baking.

 

For instance, beveling your strong edges or simply adding support edge loops will give a much better look to the normals.

 

Decal mask issue.gif

 

In addition, you don't need to build exploded meshes anymore. Take a look at the baking matching by mesh name feature. This should ease your workf

...

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Adobe Employee ,
Nov 09, 2023 Nov 09, 2023

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Hello @Shu Wei,

 

Thanks for the message.

 

First of all, Blender normal color space is always in OpenGL, so no need to import a DirectX map in the app. With that being said, as long as you use the Blender (Principled BSDF) export template, you shouldn't have issues on this regard.

 

The Normal map from the bake doesn't really override the Normal from your Low Poly object. Therefore, if you have specifics Normals/smoothing groups in your 3D models, this will probably affect the baking. Can we have a look a the low poly model inside Blender?

 

Let me know.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Community Beginner ,
Nov 09, 2023 Nov 09, 2023

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Hi Cyril,
Thank you for the swift reply! Really appreciate it! Here are the screenshot of the lowpoly model.

ShuWei_0-1699526595318.png

And t he UV mapping

ShuWei_3-1699526933520.png

 

There is no smoothing group as well fyi. Also, the same thing happened with previous model. All the models will be used in Unity. Here is the screenshot of the previous models.

ShuWei_2-1699526888607.png

 

 

ShuWei_4-1699527072148.png

Thank you again!

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Adobe Employee ,
Nov 09, 2023 Nov 09, 2023

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Would you mind sending me your models (LP and HP), so I can take a closer look on my end? You can send them at cdellenbach@adobe.com if you don't wish to share those here.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Community Beginner ,
Nov 09, 2023 Nov 09, 2023

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Sure, I'll send through email. Thank you!

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Adobe Employee ,
Nov 10, 2023 Nov 10, 2023

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Hi @Shu Wei,

 

I had the time to take a look at your meshes today. The topology has a strong influence on the Normal behavior of your mesh, and has mentioned upthere the Normals from the Low Poly mesh will affect the baking.

 

For instance, beveling your strong edges or simply adding support edge loops will give a much better look to the normals.

 

Decal mask issue.gif

 

In addition, you don't need to build exploded meshes anymore. Take a look at the baking matching by mesh name feature. This should ease your workflow.

 

Best regards,

 

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Community Beginner ,
Nov 10, 2023 Nov 10, 2023

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Alright, now I understand. Just another step of bevel ro rid of the issue. Thanks for the time and help. Appreciate it!

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