After unwrapping and triangulating model in Blender I export it as FBX for baking. Both in Marmoset and Substance painter I got overlapping issues. Map is different, as you can see in Blender it's ok without overlapping, but after baking I see that it's full of overlaps on baked map in Marmoset. Normals are ok, it's triangulated, no double vertices.
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3$\begingroup$ You'd have to ask in the respective marmoset and substance stack overflows, $\endgroup$– Jameson4279Commented Dec 20, 2022 at 20:43
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2$\begingroup$ best option would be to provide the file if possible $\endgroup$– AlexCommented Dec 22, 2022 at 23:40
1 Answer
To me, it looks like the issue is both that your UV islands are way too close from each other, and your baking software uses a margin way too big.
Margin size
For the margin (sometimes called padding), a nice rule of thumb is to divide your model's biggest map resolution by 128.
- 256 = 2px
- 512 = 4px
- 1024 = 8px
- 2048 = 16px
See more one Edge padding - polycount
UVs margins
When it comes to UVs: they have no resolution, so the margin is expressed by a factor of the total UV space. And since we want a distance of a factor of 128 and each island has its own margin, what we have to use as minimum value is 0.064
. You can go higher if you want, historically the default value was 0.16 which is a bit overboard for small resolutions but works for everything.
You can set the margin in either the Unwrap operator or Pack Islands operator options:
Baking margins
In whatever baking software you use, you will have to adapt the baking margin to your model's UVs. In Blender, it's conveniently placed under Baking > Output > Margin:
As for Substance or Marmoset, that's out of this website's scope, but they surely have either a "margin" or "padding" option somewhere.
I know Substance Painter has a "diffuse" option where it progressively fills the empty space between UVs with a gradient based on the margin. That is also a nice added bonus.