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VP8nowhappyjannie....webm
๐งต Untitled Thread
Anonymous at Mon, 30 Aug 2021 17:25:28 UTC 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 at Mon, 30 Aug 2021 18:06:38 UTC No. 847558
post wires
Anonymous at Mon, 30 Aug 2021 18:13:57 UTC No. 847560
>>847553
Substance painters viewport isn't what it will look like in an engine.
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Wireframe.png
Anonymous at Mon, 30 Aug 2021 18:30:41 UTC No. 847561
>>847560
It looks like this in blender too, i just didnt notice until putting a texture on in substance painter
Anonymous at Mon, 30 Aug 2021 18:31:06 UTC No. 847562
>>847561
>that topo
yikes!
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Wireframee.png
Anonymous at Mon, 30 Aug 2021 18:33:17 UTC 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 at Mon, 30 Aug 2021 20:15:21 UTC 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 at Mon, 30 Aug 2021 20:29:46 UTC No. 847590
>>847553
do you even know what a normal map is
Anonymous at Mon, 30 Aug 2021 20:32:12 UTC No. 847592
>>847582
do what this anon says
Anonymous at Mon, 30 Aug 2021 22:47:43 UTC 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 at Tue, 31 Aug 2021 02:43:57 UTC No. 847650
>>847563
LOL
This is what happens when zoomers don't learn about good topology.
Anonymous at Tue, 31 Aug 2021 07:56:24 UTC No. 847675
>>847553
Did u triangulate before exporting it to substance? if not do that and see if it fixes ur problem.
Anonymous at Tue, 31 Aug 2021 10:27:32 UTC 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 at Tue, 31 Aug 2021 12:34:01 UTC 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