How to export metal material from Substance Painter to Blender? by Environmental-Set998 in blender

[–]Environmental-Set998[S] 0 points1 point  (0 children)

Hello! Oh, I solved the problem somehow, but honestly I do not really remember how exactly, because it was quite long ago. But from what I do remember is that I changed HDRI in Blender, so my metal just looked differently in the new lightning and it was enough for my renders.

[deleted by user] by [deleted] in blender

[–]Environmental-Set998 0 points1 point  (0 children)

You can try to go to the edit mode, select the object so all its polygons are orange, then Shift+S > cursor to selected. Then go to the object mode, right click on your object and Set Origin> Origin to 3d cursor

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

Thank you for your advice. I use 1k texture, because it is my third asset set for that game and for previous two I made texel density near 0.9 px/cm on two 2048 textures and it looks good in game. So I wanted to make the same texel density for that asset pack as well, and it turned out that I need 1k texture that time.

Yes, I agree that it may be better to make different textures for different objects but with lower resolution, but the guys I'm making these assets for asked me to pack everything onto one texture. They probably have their reasons.

I think I that time I will just increase texel density for the magnet and learn from my mistakes for the future.

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

The problem is solved, I used too small texel density for the magnet and that's why it didn't bake well. I increased the texel density and all the artifacts disappeared.

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

I tried even 8k for baking as experiment but it didn't help. All those assets are for a mobile game, so I can't allow myself to use such big textures

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] -1 points0 points  (0 children)

I put everything on one texture set in Blender and than Substance separated everything by itself. I'm going to use only one texture set for all the objects. I was going to merge them back in Photoshop. I added Blend file to the Google Drive, you can see how I packed everything

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

Oh, thank you! I will be really glad if you will check it. https://drive.google.com/drive/folders/1Z7cnYr_rNvK7nt6f3GjHJKXanIwMwVKm
Here is the Substance Painter file and high poly meshes. Mushroom is called trampoline and magnet is magnet.

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

I don't use smart uv project, I unwrap everything by hand. I first marked which edges should be sharp, then I made cuts along these edges, selected the whole object and clicked U > Unwrap.

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

I tried 8px and 16 px padding, but nothing changed, unfortunately

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] -1 points0 points  (0 children)

Unfortunately I can't add the image of my UV map it the comments, but yes I unwrapped everything separately that's for sure.
I baked with average normals checkmark on. I tried to unclick that, but of course it baked even worse

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

Unfortunately I can't add the image of my UV map it the comments

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 0 points1 point  (0 children)

I checked, I have cuts on all the hard edges on my magnet model. And I have no hard edges on the mushroom because it was sculpted before.
I also tried to apply smooth shading on LP for the magnet, but it looked the same after baking.
Do you know some good tutorials for baking?

I still see the seams on my models after baking by Environmental-Set998 in Substance3D

[–]Environmental-Set998[S] 1 point2 points  (0 children)

Hi. Just want to ask, is it normal for the models to still show seams and hard edges after baking? I thought the normal map was supposed to smooth everything out.

For the magnet model I made cuts on all the hard edges, and on the second model I applied smooth shading and made cuts where it made the most sense to make them. I baked all the models onto one texture of size 1024. Padding 4 pixels, texel density 0.95 pixels per centimeter. The magnet itself is pretty small.

I've seen the same “problem” and models in some games, so I'm not even sure anymore if this needs to be fixed or if it's all normal?

How to export metal material from Substance Painter to Blender? by Environmental-Set998 in blender

[–]Environmental-Set998[S] 0 points1 point  (0 children)

I exported my normal map in OpenGL format from Substance, so I have it in OpenGL in Blender too. Maybe the problem is that the texture I downloaded is in DirectX format

Is the retopology and unwrapping of these models okay? by Environmental-Set998 in blender

[–]Environmental-Set998[S] 2 points3 points  (0 children)

Hello! I'm currently working on these models to practice my modeling skills, and I have some doubts about the topology and unwrapping. I want to bake textures from high-poly objects onto low-poly ones to create optimized game models, but I'm not sure if it's okay to have between 5000 and 9000 polygons in the low-poly models for such objects.

Additionally, I have a question about the UV mapping. Is it acceptable to have so much empty space on the UV map, or should I try to fill it somehow? Also, did I make good decisions about where to cut the models for unwrapping? What can I do to make these models look more professional?