Substance Painter Bake Mesh Issues

Hello,

I’m working on a remote control model which I would like to texture in Substance Painter. I have unwrapped the model and packed the UVs but when I bake the mesh in Substance Painter I get weird artefacts on some of the objects. I tried multiple ways to troubleshoot this but I didn’t find a solution. Here’s what it looks like after baking the mesh:

Here are some details:

  • The model is exported without applying the modifiers, I’ve used this approach in previous projects and it worked fine. I tried applying the modifiers but didn’t solve the issue;

  • The model was unwrapped in Blender and used UV Packmaster to pack the islands. There’s no overlapping geometry;

  • I double-checked for flipped normals, and I played around with bake settings in Substance Painter but none of this solved the issue.

I’m running out of ideas on how to troubleshoot this, so any help would be appreciated. I can provide further details if needed.

Wasn’t there something about in Substance better use triangulated mesh ?? And this might also be(tter) asked in Substanced forum ?

For Painter, try combining it all into a single mesh, apply the subdiv and export as one FBX file.

It doesn’t look like you added any margin in your UV or a very small space…
Substance likes a larger margin than usually used in Blender.

You don’t need to triangulate the meshes anymore that was a thing back when it was first introduced.

You can use the Project Settings select Auto-Unwrap, and select seams, UV packing, and Islands > Only missing Data

It’s used more for setting up UDIMs but can make a difference a fix things like what you showed…

If you can provide a file of the model I could check from here the baking in the lastest substance version…

Adding geometry using modifiers such as bevel and solidify will mess up your UV mapping. Did you UV unwrap it first then apply or did you apply and then UV unwrap?
Solidify modifier for example causes overlapping UV islands, which causes artefacts when baking.

Okay, so it turns out that the Solidify modifier was the issue. I applied the modifier, unwrapped the model again and baking seems to work just fine. Seems like it’s causing UV overlapping, as Jaxx suggested. Thank you for your help, guys!