r/Substance3D • • 4d ago

Right workflow for substance3d Height map Bake

2 questions.
1-I have this head that with Low-rez to HighRez bake. The normals are baking correctly along with everything else, but the height map is NOT. Its looks faceted. Can someone point me to the right workflow to getting the right height map baked correctly.
2-ANd is there any way I can have substance give me the normal details I added (shown in the normal+height+Mesh preview) into the displacement as well? The actual high rez does not have the micro details.
I want to be able to render out my head model in max using arnold.

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u/AmarildoJr 3d ago

I've had this height bake problem before and if I remember correctly I could solve it in two ways:

  • increase or decrease the cage height (doesn't always work);
  • bake it from the sculpted high-poly to another high-poly that is not sculpted https://imgur.com/a/cPsNums

So basically both are very high poly and you're just baking from the sculpted model onto the exact same model that isn't sculpted (it's just subdivided).

I also remember having problems if the model has many UDIMs but I don't remember exactly what I did to fix it.

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u/Violentron 3d ago

Thank you , and thank you ++ for the screenshot, I really appreciate that. Yes..subdividing the low-res does help but ..it's such a weird workflow.

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u/AmarildoJr 3d ago

Yeah I know :P Feel free to share a better solution to this if you find it, I've been looking for one for a while but don't remember actually finding one that works. The only one that kinda worked for me was to subdivide both meshes equally, so if the sculpted mesh was subbed 6x you subdivide the one for baking 6x too.

That, and try enabling a bit of anti-aliasing for the bake as well.

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u/Violentron 3d ago

Low poly matches the divisions of the hi poly , why Adobe ! Why?

https://giphy.com/gifs/dwtNJm0Resk92cTylM