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When creating e.g. models for games, it is sometimes the case that some of the mesh objects which comprise the model as a whole need and have a high res version, but some not.
Assuming the objects which do have both high res and low res form use the proper _high / _low naming convention, how should the rest be handled? Can this be handled in a single "pass" by citing the _high objects in the High Definition Meshes list, but then also turning ON Use Low Poly Mesh as High Poly Mesh?
I'm hoping to convey the multi-mesh object model via .FBX.
Thanks for reaching out to us.
When the Use Low Poly Mesh as High Poly Mesh option is on, the bake won't use your High Definition Meshes list at all, and only use the Low poly you've imported in Substance 3D Painter.
If you want to bake all your objects at once, but some of them have a high poly and some of them haven't, I would advise you to duplicate the parts that don't need a high poly and to use these copies as high poly. Because if you let some parts without the
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Thanks for reaching out to us.
When the Use Low Poly Mesh as High Poly Mesh option is on, the bake won't use your High Definition Meshes list at all, and only use the Low poly you've imported in Substance 3D Painter.
If you want to bake all your objects at once, but some of them have a high poly and some of them haven't, I would advise you to duplicate the parts that don't need a high poly and to use these copies as high poly. Because if you let some parts without their HP, the bake won't work properly.
As for the naming convention, keep it consistent for all your objects and this shouldn't be an issue.
I hope this was helpful and have a nice day,
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Thanks for the reply, Cyril. I don't think the documentation clearly spells out these implicit "rules", hence my having to post to try to get clarification: you might review the docs and see if you agree they could be clearer...