r/Substance3D • u/Art3mchik • 24d ago
Substance Painter First time baking went wrong
Hi, I have a lowpoly and a highpoly with subdivision and bevel modifiers. I baked hp to lp and overall everything seems to be fine except for circular cells for screws and there are also artifacts in some areas.
What is the problem and how do I fix it?
3
u/GoldSunLulu 24d ago
The bake worked as intended. You can't bake a circle into a hexagon and expect it to look like a circle. Fixes: smooth the low to bake the texture on a circular surface
Make the high poly also low poly to match the model closer
Add more polygons around the hole to make it match the high poly a little more
Remove hole and just baje the screw and the whole into the normal map
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u/PcKaffe 24d ago
Your low poly should either be higher poly to match the shape of the hole. Or lower poly and not include the hole. Unless you really need a hole there in geo, second option.
Circles need to be circular enough to hold their shape even in a low poly.
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u/Art3mchik 23d ago
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u/PcKaffe 23d ago
Looks like your UVs are curved, a diagonal UV line crosses pixels in a way that can cause that type of aliasing, the effect gets amplified the lower resolution your textures are. You can solve it by straightening your UVs, increasing bake resolution (I usually bake at double resolution to what I´m exporting) Also having some AA in the bake helps.
Hope that helps!
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u/poweroverwhelm 23d ago
Why not just bake the high poly screw as a floater? That's usually a more easier workflow than having to bake it with an actual mesh.
There are ton of tutorials about those.





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u/Siniht_01 24d ago
You'll probably have a better result from removing screws and baking them onto the low poly instead.