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Hello Everyone.
I've been trying to fix these artifacts for a long time but didn't succeed so maybe you could help me with that.
Basically, I've created some objects in Blender, both low and high poly:
Low:
High:
I've marked seams on hard edges and unwrapped the low poly:
Then I exported both models to SP. I've been using these settings for baking:
Once the baking was done, these lines on the edges appeared:
However, if I zoom out, these lines become less visible:
Even though they are not really visible from a distance, I still want to fix these artifacts, if it is possible of course.
Then I duplicated the low poly three times and made some adjustments to the new objects:
They are separate objects with suffixes _low and _high on all eight of them.
Here are the uvs:
However, once the baking was done, these lines have become more visible on the edges:
I've been looking through the forums searching for an answer to my problem, I've tried everything to fix these artifacts, but worthless. I'm desperate for the solution so I'd really glad if somebody could help me.
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Try increasing the max frontal and rear distance settings in the bake parameters, from default 0.01 to say 0.1 or even higher if necessary
Dave
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Hello, thanks for replying.
I did like you said, played with max frontal and rear distance but it didn't make any changes at all. Is it ok to have those artifacts? I mean, is it actually possible to get rid of them cause the only thing that I've leard from numerous forums that I've read is that it's impossible to fix this issue. Like, these seams are always visible on any models when you zoom in too close but once you zoom out, seams become less visible.
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Hi this is the Blender cube before baking and with each face separate the way you had yours.
The high poly version has a curved bevel and smoothing applied in Blender. Baking with the default distances and same parameters as you used, same result as you :
Increasing the front and rear distance to this:
Gave me this:
Of course this is still a low poly cube with the only vertices at each corner so there is a limit to how smooth it will look, and zooming to extremes still shows a corner, and showing the corner against a contrasting background it will still look sharp, but that is the nature of simulating a corner with normals rather than modelling it.
Dave
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Well, I guess this is maximum that you can get from such a low polycount. I was actually zooming extremely close but if I zoom out, these artifacts on the corners become far less visible, at least a another human wouldn't even notice them. I've heard the same thing from forums and Youtube, if it looks ok from a distance, then this won't be a problem, right?
Btw, do you have to apply smoothing to low poly or it is only related to high poly?