I baked high poly meshes' details into low poly meshes and textured them in Adobe Substance Painter. When I import the textures back to Blender, it looks different. It seems that the problem comes from the metallic map. How do I fix this?
1 Answer
Edit: I took a second look at your normal map texture which was disconnected in your file and it seems that your bake has gone wrong. We can see the ugly geometry around the key's hole. I don't think that's how it was supposed to look.
Aside from that, ticking [x] Auto Smooth still stands.
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$\begingroup$ Shouldn't the smoothness come from the high poly mesh? Also, it doesn't fix the problem. prnt.sc/CPtksXR-w0da $\endgroup$ May 15, 2022 at 10:27
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2$\begingroup$ @melly_berk no those tutorials are wrong, or you might be confusing AutoSmooth with SubDivision Modifiers. Autosmooth is meant to be used to preserve clean normals in the low poly by splitting the vertex normals where the angle exceeds a certain threshhold.. The problem in your mesh is actually coming from relying too MUCH on the high poly to smooth the normals. Make sure your low poly at least has smooth edges on the uv seams, if not more where they might be needed (usually a setting between 30 and 45 degrees works fine) and your bakes should come out looking alright. $\endgroup$– JakemoyoMay 15, 2022 at 14:45
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1$\begingroup$ Okay, the first video doesn't set auto smooth because his mesh is so simple that shade flat is the same as AS. The second video belongs in the garbage, that guy has no idea what he's doing. Take your mesh, shade smooth, then enable auto smooth and set the degree to like 45. Then go into edit mode, run Select all Sharp edges to set all edges at 45 degrees to be seams. It's important that the sharp edges in auto smooth also have UV seams or you'll get bake errors. Then unwrap it with those seams. Then bake it. That should do the trick. $\endgroup$– JakemoyoMay 22, 2022 at 16:19
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1$\begingroup$ @Jakemoyo You're a diamond mate! Thanks for the help. $\endgroup$ May 22, 2022 at 19:49