Hello I'm new to Substance Painter (and newbie to 3D modeling) ! I made a 3D model,low to high poly, (I used bevel and subdivde modifier in Blender) I exported them to fbx and bake, but I'm having a little glitch and I have no idea why
I have strange black lines at a certain angle of my object and I don't know how to make rid of it.
here's my bake option :
I unchecked the box "average normals" because I had a weird bug, and I also don't know why, and it was cleaner without it, here's the result :
I checked my 3d models, they have the same location and normals aren't flipped.
I'm kinda stuck and I don't know what to do, here's the blend file :
and welcome to the 3D community!
Thanks for sharing your model and so much details. I'd advise to always have a small margin between your UV shells to avoid this kind of problems and let Substance 3D Painter create a bit of Edge Padding.
With that being said, the problem is mainly due to the smoothing groups the 3D model has. When baking an object inside Substance Painter, it's always better to use a Low Poly model without smoothing groups (Shade Smooth inside Blender) and let your High Poly do the work.
This way, your smoothing groups don't enter in conflict with the Normal Map from the baking.
You can check one of my previous answer on a similar post here.
Let me know if you need more guidance and see you on the sea of thieves!