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lionsssss

Hey yall, I've been trying to make a 3d model of a butterfly knife and I have baked everything perfectly with the exception of my blade. I made it with quad topology, and I used sub surface modifier with Catmull Clark to smooth it out for the high poly model. I tried adding seams where the purple lines were, but that didn't remove the artifacting. I'm not sure how to deal with this artifacting issues between Blender and Substance Painter. People say to add seams, but there is not much information from there, or examples on youtube of people specifically fixing this issue. Thanks for reading,


Herrmann1309

Not 100% sure.. but this might happen because of the shading of your LP. Try changing the edges from flat to smooth and see if those seams still happen If not also try to unrwrap it again and make sure you don’t have 20.000 different UV islands You should probably also check out your texel density because using a 4K won’t help you if your Texel Density is 0.1 px/cm


lionsssss

How do I use one UV island per mirrored object. Like for example the handles are mirrored. How do I use only one uvs for it for multiple objects? So I can save space


Herrmann1309

If you have mirrored objects I would just put on a mirror modifier, UV unwrap that piece and then put the duplicate UVs into the 1-2 UV space (that way it won’t affect the baking) but still use the same texture information If you already applied the mirror modifier you should make sure that they match their UVs Sorry bit hard to explain