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>> No.586378 [View]
File: 2.26 MB, 1645x922, 3_1.png [View same] [iqdb] [saucenao] [google]
586378

Oh boy, I have problems with baking again.

Pic related is Balmora house I decided to recreate. (Btw, please give any feedback you might have about the model itself, haven't added doors and windows yet, though). What you see here are multiple high-poly meshes - not really important because this will be a small scene and UE4 can definitely handle it, but it is stupid and unoptimized as hell.

This is what I do:
>properly unwrap low-poly model
>collapse all - export lp as fbx
>add turbosmooth with 3 iterations
>collapse all
>export hp as fbx
>import to Substance Painter
>you know the procedure, I've done it before

But somehow my edges still remain sharp as fuck after baking, it seems that something has slightly smoothed, but it basically still looks like low-poly model, with some darker fucked up areas.

I can't understand why is this happening, because I was able to normally bake objects like this in the past. I tried multiple methods, even giving a new, different unwrap modifier to high-poly version, still nothing. The models are placed in the same position, UVs are placed at the same position, it just doesn't want to bake anything.

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