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Distortion on Normal Baking

Community Beginner ,
May 07, 2024 May 07, 2024

I am extremely new to this process and I'm self taught and have hit a snag that I can't find an answer to through google. I did all my texturing and modeling in blender, and I tested an export of a normal map using blender, but there were artifacts I couldn't overcome around the mouth area of my character's mesh. So, I decided to try Substance painter, with much better results... with the exception of two faces on the filtrum area above the lips, which appear distorted. One of the puzzling parts is that this issue was not present on my Blender bake and the faces are not inverted, nor have I changed anything about the mesh in between the two bakes. I have tried all sorts of different settings in the SP baking to find the issue, checked the UVs and the normals of both my low poly and hi poly models, I'm not sure what I'm missing. Any help would be greatly appreciated!

 

Images:

 

Screenshot 2024-05-07 235147.pngScreenshot 2024-05-07 235215.pngScreenshot 2024-05-07 235233.png

TOPICS
Baking , Discussion , Import & Export
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correct answers 1 Correct answer

Community Beginner , May 09, 2024 May 09, 2024

I solved it on my own! Though, I'm not entirely sure why this worked, it turned out to be a UV problem. There was no overlap that I could see when I checked them in blender, but I decided to just unwrap the UVs in that particular area and reimport, and it did the trick.

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Community Beginner ,
May 07, 2024 May 07, 2024

Apologies, this is my first time posting, I didn't realize the text for the images wouldn't show in the body of the post. So, in order, the images are:

 

The distortion's appearance in SP.

The distortion's appearance on an exported normal.

The normal that was created in Blender with no distortion present.

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Community Beginner ,
May 09, 2024 May 09, 2024
LATEST

I solved it on my own! Though, I'm not entirely sure why this worked, it turned out to be a UV problem. There was no overlap that I could see when I checked them in blender, but I decided to just unwrap the UVs in that particular area and reimport, and it did the trick.

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