Trouble with topology

Hi, I’ve been struggling a bit with a asset I’m creating, a spiky mace to be more precise.

On it’s head, I noticed some ‘problems’ with my normals after I textured the model. And the reason I haven’t noticed before is that I checked the surface of the model using a very reflective matcap as I always do and it honestly looks fine, but everytime I bake the normals inside substance painter, I get this difference in the normals between the spikes.

normal_problem
screen_01
screen_02

Is there anyone that can give me a hand with it?

Thanks!

Wireframe? What’s your baking process? What modifiers do you have? We need more information :slight_smile:

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If there may be a thousend things to consider in one app to solve a problem then there will be 1000x1000 = 1 miilion things to consider if you cross use two apps…
( Sometimes i wonder why people pay for other apps to solve there problems… if they don’t understand their problems… making themself even more problems… but this may be off topic… so:)
…and for normal maps… there isn’t such a thing like just one normalmap… there are literally millions of tips and tutorial about all the requirements and conditions before even making them in all their flavors…

This one:

…has some comments about watching other tuts but this just answered…

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