This is a bit of a mixed question as I’m using both Blender and Substance Painter. I am hoping that someone with a Blender > Substance workflow knows what’s causing my frustration.
I am following a tutorial where I am modelling a duplicate of Tracer’s gun from Overwatch, and having problems when it comes to baking normals from the high poly mesh to the low poly.
Here are my source files (.blend and fbx)
When I try to bake the normal map in Substance, the details come out completely wrong and there are a lot of artifacts. I am aware that some artifacts are normal and I’m not striving for perfection here, but I’m not getting any of the beveled edges or further detail after the bake. The edges that are supposed to look beveled end up sharp and the model gets really splotchy. This doesn’t occur in the tutorial video.
Here’s the high / low poly model and bake results and settings in substance (I had to make this all in one image because of post restrictions for new users):
I know that I can bake normals inside of Blender, but I really want to figure out how to do it correctly in substance painter for workflow reasons.
Is there any possibility someone could look at my files and tell me what I’m doing incorrectly? Could this be a blender-specific problem? This is my first attempt at baking and texturing something remotely complex, so I’m kind of overwhelmed.
A huge thanks for any assistance at all.