Fixing Baking Issues in Substance 3D Painter

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hey guys it's monica at academic phoenix plus and welcome to another tutorial about substance painting and baking and in this video we are actually going to be covering how to troubleshoot baking because sometimes when you bake you're going to get some interesting results and you don't know how to fix it well this video is for you so hopefully i can answer some of your questions that you may have about why making a substance painter is not working so let's start off with our low poly object and then we also have our high poly object and as you can see it is really high now these were built in zbrush and i re-topologized it in maya and you can find those videos in a previous tutorial so take a look at that if you want to know how you created how i created these so the first thing i would highly recommend is that you need to make sure that your low poly model and your high poly model are in the same space so what i mean by that is that i'm going to go ahead and freeze these transformations and also delete the history and this high poly model should be exactly on top of your low poly object um if they do not match so for example if my object is like this it will only bake this area if for example i i was trying to bake the other day and it actually only baked this area so it's really important that these objects are actually on top of one another so just make sure your high poly and your low poly are right on top so the way baking works is that it's going to take a look at this low poly object and basically create what's called a cage and a cage just wraps around the object and then it bounces rays between the low poly and this case around it and then that's how it figures out how to create normals so let's go ahead and just double check to make sure everything's okay i'm gonna scoot this a little bit forward i think that's gonna work all right so let's grab both of them i'm gonna delete the history freeze the transformations and i am gonna call this my high poly and this is my low poly all right so now i'm ready to export so they're on top of one another perfect i'm gonna grab my high poly go to file export selection i'm gonna make a folder called obj in my scenes uh most of the time i put it in assets but in this case i'm gonna place it here and this is gonna be called my high poly crate and notice that it's an obj export now i'm gonna grab my low poly i guess it's going to take a second because it's literally like millions of polygons i think i can i think i can i think i can yes you can maya i am using maya 20 22. all right there it is if you actually want to know what your polygon is you can go to display heads-up display and we have a poly count so if i have something selected you'll see that i have about 2 600 tries and the other one is over here which is about 3 million tries so 1.5 million faces so there we go another thing you need to remember is that your object needs to be uv maps so i'm going to go to uv map automatic mapping just for the sake of this exercise um in reality i would if this was a production for example i would definitely spend the time in uh sewing and all of that stuff so this is what my uvs look like right now i would definitely take the time to sew and everything but for this exercise uh this baking should work just fine all right let's grab the low poly version let's go to file export selection same story this is going to be my low poly and i don't know why i always type in create instead of crate so i guess i'm just used to writing create create all right let's export that and let's go to substance painter [Music] i am using the adobe substance 3d painter at this time all right great let's go to file new let's go to select let me find my sci-fi crate i have a lot of projects here scenes obj and i'm gonna grab my low poly crate i like to increase my document size and then click ok all right so this is my object these are the uv so let's go ahead and do our bring in our baking so we're going to go to texture set we are going to go down to bake mesh maps over here we have a high definition mesh click on that little piece of paper grab that high poly and increase your texture size to 2048 at least i like to increase my dilation i don't have any id maps i'm going to turn that off i'm going to go ahead and increase all of this including ambient occlusion sorry occlusion secondary rays for curvature and then thickness as well and then let's go ahead and bake it's looking really cool i saw some of the normals already here comes occlusion already liking occlusion here comes the curvature map which is the edges of your model which is awesome it counts the norm uh all the details what we have on our pi poly here comes the thickness and position and there we go click ok all right cool it's looking really nice i like the details that it's captured the arrows the screws all that stuff but when i get a little closer you're going to notice a couple of things there's this really weird edge going around here and it doesn't look a very good and it will show up in your textures so what's causing this well it's actually the low poly model so i'm going to jump back into maya and let's talk about what normals are so there's two types of normals you have a normal that's actually a texture sheet and then you have normals that are that stick out of the geometry so every single object has a normal that sticks out of it it's a perpendicular invisible line that sticks out of every single polygon and that's how 3d is basically calculated so if i go into display polygons face normals it almost looks like fur it's like this these are normal so as long as they're sticking out outside of it it means that it's facing the correct direction so for example if i grab these here and go to mesh display and say reverse it suddenly turns dark and the reason why is because the normals are facing the wrong way but if i go inside the crate you'll see that they're actually gray here because the normals are facing inward so if you're ever creating any i'm going to go ahead and undo that but if you guys are creating any type of environments that needs to be inside you probably want to switch your you know let's say you're creating an environment and it's in a in a cube you might actually and let's erase this space here and let's say you're going to populate this area you probably want to go in and reverse the normals so that you get this nice gray environment and then you can start building so those are the normals so what's causing this is that the normals are not soft and they're actually um hard well we need to actually fix the normals to get it to bake correctly so let me get rid of this so let's go back into maya display phase normals that will go get rid of that and under mesh display we have something called soften so i'm going to go ahead and soften the normals and it's going to make my crate look like this so once again i'm going to go ahead and delete the history file export selection i'm going to replace my low poly and i'm going to redo this so let's go ahead and select my low poly object again i like to do 2048 this card or back here you can see that even here the display looks nicer and i might as well go to 3d mode because it looks better this way let's go back into bake sheet change this to 2048 increase all of the stuff i'm just going to repeat what i did let's grab the high poly uh turn off id get the secondary rays get of ambient occlusion curvature and thickness up and then bake all right let's take a look and you'll see how nice and clean that those lines are they are now officially gone and now you're ready to start texturing in substance painter so really fast you can fix those type of errors so again one of the main things you got to make sure is one your normals are if you're getting that weird noise make sure your normals are softened and the other thing you want to make sure is that your objects are actually on top of one another so if you move anything make sure you put it back now let's talk about this interesting little space right here it's not a very good bake and the reason why is because this is actually very indented so if i go back into in here and grab my high poly and i'm going to do an isolate select here [Music] you'll notice that this is what it's trying to bake but it can't because this is actually pretty deep so when we're talking about creating normal maps usually what we're trying to achieve is just detail information so nice detail simple information something that doesn't stick out more than like i would say half an inch to an inch if you have something like this and you're trying to bake then you probably want to actually model it in your low poly object so for example i would actually take my low poly object and think about extruding inward that indentation so that it would bake much cleaner so that's something to consider if you guys want to fix that otherwise you guys can play around with the bake mesh we can also play around is with the max frontal distance and the max rear distance so we can increase those values and see if anything changes so i like everything else i'm going to turn everything off let's go ahead and bake so now you'll notice that it looks a lot nicer than what it was before before it looked really strange but by changing those values we now have a nicer bake so once again just play around with those settings until you get the bake that you like so hopefully you guys found that helpful let me know by what you think by leaving a comment below sometimes baking can be a little bit challenging kind of nice to know how to troubleshoot a little bit of course substance painter is awesome so you get to have a lot of fun with um texturing this object and it's ready to rock and roll then of course you can export the materials and everything but let me just have a little bit of fun with substance here so let me know what you think by leaving a comment below uh hopefully you found it helpful and please like and subscribe if you guys like these videos and you want to see more that's your message to me letting me know that you like it and you want to see more videos and feel free to make comments below what about what other types of uh tutorials you would like to see i always enjoyed getting use you know your feedback so that i can create videos that are helpful artists just like you uh don't forget to share if you feel if you found this video helpful and you feel like another artist like you may need some help in baking and having set some baking issues please share this video that would be amazing also take a look at academicphoenixplus.com that is a website my website where it has free 3d models free trainings and so much more so take a look at academicphoenixplus.com again thank you so much for watching i really appreciate it keep creating and i will see you next time
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Channel: Academic Phoenix Plus
Views: 81,475
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Keywords: maya 2022, autodesk maya, substance painter, create textures, video tutorial, how to, cg, 3d, cg textures, painter, 3d painter, textures, art, bake, normals, beginner, basics, troubleshoot, fix, fixing, baking issues, baking, issues, weird lines, lines, uvs, obj, import, export
Id: aVD1ZsYUwz8
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Length: 11min 24sec (684 seconds)
Published: Wed Sep 15 2021
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