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Anonymous No. 847553

I dont see any thread for general retard blender/substance painter questions

As you can see theres these weird lines on certain details of this grip, I have autosmooth on with every face set to shade smooth, with the edges for the circle dimple and the cutout bit on the left marked sharp, as are many other edges that act fine, so I don't see any reason it should be causing these weird lines?

Anonymous No. 847558

post wires

Anonymous No. 847560

>>847553
Substance painters viewport isn't what it will look like in an engine.

1655x633

Wireframe.png

Anonymous No. 847561

>>847560
It looks like this in blender too, i just didnt notice until putting a texture on in substance painter

Anonymous No. 847562

>>847561
>that topo
yikes!

1655x633

Wireframee.png

Anonymous No. 847563

>>847560
It looks like that in blender too
>>847558
Forgot to reply to the person asking to post wires too

>>847562
Whats wrong with it?

Anonymous No. 847582

>>847563

Oh my nigger. Duplicate this model. Remove the hard edges seams and bevel them. Then, smooth shade the model and add a weighted normals modifier. Then, use this beveled model as the high poly, and bake it onto the original model with the hard edges.

Anonymous No. 847590

>>847553
do you even know what a normal map is

Anonymous No. 847592

>>847582
do what this anon says

Anonymous No. 847616

>>847563
>Whats wrong with it?
Any time you have ngons, poles, stars, etc (anything that isn't a quad) you're going to have some geometry that the render engine is going to have more than one way to (mathematically) "correctly" display. Sometimes this manifests as an edge case where you get constant flickering, other times you get things like an edge where light is bouncing off as if it were hard even though it should be smooth or flat.

With uniform quads there's only one correct way to display the information.

Technically whats really happening has to do with the Normals (the mesh information that tells the engine how light should behave) and consequently you can do things to override fucked up Normals via custom normals or normal painting or other things, but that's an advanced and specific thing for specific situations but not when your geometry is just fucked.

Anonymous No. 847650

>>847563
LOL
This is what happens when zoomers don't learn about good topology.

Anonymous No. 847675

>>847553
Did u triangulate before exporting it to substance? if not do that and see if it fixes ur problem.

Anonymous No. 847693

>>847582
I've tried this in as many ways as I can see doing it would help from tutorials and stuff online, and while it does help making them slightly less noticeable if I tweak the settings right, they're still not gone

>>847650
Constructive advice from the smegmoid on the worlds deadest board! Blow me autist.

>>847675
Yeah


Anyway I made that part into an ngon instead of the individually triangulated faces and it looks better now lol

Anonymous No. 847714

>>847693
Nevermind I redid some topology and it all came out okay, its because the rings were flat at the exact same position on the X axis while the parts it connected to weren't