Hi Anton! I'm really interested to know if there's any reason as to why you separate meshes instead of using "self occlusion: by mesh name"? Since Substance Painter doesn't really like to bake big scale obejcts (considering the bounding box size)
I noticed that all the parts made with separate meshes and numbered, if you turn this feature on it won't bake AO from other parts onto the hull. I do the same thing so that if I have to remove a part, it doesn't leave dark spots underneath. And if the mesh is guaranteed not to shift anywhere, you can leave it in place
This is the only tutorial that helped me with my AO problem... THANK U SO MUCH! LOVE U ♥
So amazing 🎉🎉🎉
Didn't know the non-averaged normals correction technique. That's smart!
Как вы разделили хайполи и лоуполи в одно раздвинули и тоже место?
Anton, why don't you use a dissection technique? You can split the model by hard edges and avoid some of those bugs.
I use hard edges(called smooth groups in 3dsmax) and more i use special aligment normals script IFWnormals
Hi Anton! I'm really interested to know if there's any reason as to why you separate meshes instead of using "self occlusion: by mesh name"? Since Substance Painter doesn't really like to bake big scale obejcts (considering the bounding box size)
I noticed that all the parts made with separate meshes and numbered, if you turn this feature on it won't bake AO from other parts onto the hull. I do the same thing so that if I have to remove a part, it doesn't leave dark spots underneath. And if the mesh is guaranteed not to shift anywhere, you can leave it in place