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NES Zapper - With splinters/triangles in my baked maps from high res ZBrush Hard Surface Boolean

New Here ,
Jun 30, 2023 Jun 30, 2023

Having Baking Issues

 

I'm still learning Substance Painter and I'm not sure what is going on. I am experiancing triangles and splintering around some of my edges. The Zapper was done in ZBrush with booleans. The low res mesh with vertex color and UV layout is done in Maya. I did my best to separate the shells at the hard surface edges. From Maya I then export the Zapper, Trigger and Scope into a single fbx file. I then do the same with the HD Boolean mesh from Maya as well. 

 

In painter, I bring the low res fbx mesh into the scene to start. In my bake settings (see below) I include the HD mesh fbx file. The results are undesierable. Help me understand how and why this is happening and how I can fix it. For the baking, I started with default settings and then adjusted to what you can see in the image.

 

ALSO! Does Marmoset do a better job? Am I expected paint out these artifacts in Photoshop?

 

Images below:

 

Baking Error: 

[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed

[Scene 3D] [GenVertexNormals] : unable to compute normals because some triangles were too small in mesh Zapper

 

My High poly mesh:

RyDarling_1-1688108754130.png

 

My Low poly mesh:

RyDarling_2-1688108923195.png

 

 

My Low poly UVs:

RyDarling_3-1688108990832.png

Baked Settings:

RyDarling_0-1688108576874.png

My Results: 

RyDarling_4-1688109064113.pngRyDarling_5-1688110154954.png

 

TOPICS
Baking , UV Tiles
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Adobe Employee ,
Jun 30, 2023 Jun 30, 2023

Hello @RyDarling,

 

Thanks for the messages and all the details.

 

This issue is due to how Booleans are made with Zbrush.

 

CyrilDellenbach_0-1688117175363.png

 

These long triangles create an uneven normal and this is clearely visible at the baking.

 

You can indeed try to bake the model inside Marmoset Toolbag (the soft has a great baking system too), but I am not sure this will be different.

 

 

My advise would be to Zremesh your High Poly inside Zbrush before exporting it. Make sure to activate Detect Edges and Keep Polygroups parameters to keep the crisp on the model.

 

Workflow mentioned in Zbrush's DocumentationWorkflow mentioned in Zbrush's Documentation

 

With a more "conventional" topology, you should have no normal issue.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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New Here ,
Jun 30, 2023 Jun 30, 2023
LATEST

Thanks Cyril! I'll see what I can do with that. Thanks for the response!  

 

Ryan

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