0
$\begingroup$

does anybody know what could be causing these artefacts?

So far i have tried different render engines, using cage/no cage to bake, trying different uv seams, adding more detail, but to no avail...

!!!EDIT: so I figured it has nothing to do with baking aspect, the weird faces still persist even when no normal map or material is applied.

Here is the file with retopologized version: enter link description here

enter image description here

enter image description here

Without normal map applied. Just base mesh.

$\endgroup$
5
  • $\begingroup$ do you select option non-color data? $\endgroup$
    – Crantisz
    Commented Nov 9, 2018 at 22:01
  • $\begingroup$ @Crantisz, Yes I did, but check the edited question, since I figured it has nothing to do with normal map. $\endgroup$
    – ap8079
    Commented Nov 9, 2018 at 22:07
  • $\begingroup$ Hm, it's looks like a terminator problem - try to make lights bigger. If it doesn't help, can you provide a (part of) the file? $\endgroup$
    – Crantisz
    Commented Nov 9, 2018 at 22:12
  • $\begingroup$ @Crantisz Ok I included the file. Increasing lights size seems to do something but it doesn't solve the problem I'm afraid. $\endgroup$
    – ap8079
    Commented Nov 9, 2018 at 22:18
  • $\begingroup$ @Crantisz It might in fact be the problem in lights size as the model doesn't appear to have those problems in Unity environment. $\endgroup$
    – ap8079
    Commented Nov 9, 2018 at 22:22

1 Answer 1

0
$\begingroup$

Well, it's definitely terminator problem. It's one of "problems" of Cycles render. To avoid it, you should make lights bigger or/and add some subdivisions on model.

No artifacts with subsurf at level 1: enter image description here

But if you want to export it to Unity, this problem doesn't appear in it. It's a problem of ray-traced renderes.

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .