Author Topic: Facing jagged edges problem  (Read 3934 times)

I am new to SP and I really need your help

I am making a low-poly style Taxi model using MAYA and want to paint in on SP and export to UE4.

This is what I want (downloaded from epic):

https://imgur.com/wvPNlc1

I've finished my model:

https://imgur.com/LqPX2Sg

UV:  https://imgur.com/qKd68j0

and I am trying to paint it on SP, and first problem occurs:

https://imgur.com/vRJcQ6Y

I've tried to solve it for a day but still..

I am confused as I dont know whether this is a problem of

1. modelling (edges not good?)

2. UV mapping (Please check, as im not good at this.)

3. SP settings. (would like to keep 1024 x 1024)

My model: https://drive.google.com/file/d/1feOuVDjpWWG6cXG5gCEMA5CdadCjBbEl/view?usp=sharing

Hard surface meshes should have straight UV edges which will prevent this from happening. Otherwise increasing texel density and texture size can help.

As you can see below anything straight doesn't have this issue:





Also, when you UV unwrap hard surface objects you should cut anywhere you have a hard edge marked.
Last Edit: July 20, 2020, 06:42:05 pm
I teach people how to use Substance Painter. :)

I got your point. Thank you.

So I need to straighten my UV right? I tried to do this in maya simply by using "Straighten UVs" function and almost all of them become straight. But it results in distortion of the checkerbox. So how is the best way to do it? Thank you. (forgive my stupid question coz im rly new to it)

I got your point. Thank you.

So I need to straighten my UV right? I tried to do this in maya simply by using "Straighten UVs" function and almost all of them become straight. But it results in distortion of the checkerbox. So how is the best way to do it? Thank you. (forgive my stupid question coz im rly new to it)

I should clarify, any edge you don't want that distortion you want straight. Seam edges, not all your UVs should be straight.
I teach people how to use Substance Painter. :)

I got your point. Thank you.

So I need to straighten my UV right? I tried to do this in maya simply by using "Straighten UVs" function and almost all of them become straight. But it results in distortion of the checkerbox. So how is the best way to do it? Thank you. (forgive my stupid question coz im rly new to it)

I should clarify, any edge you don't want that distortion you want straight. Seam edges, not all your UVs should be straight.

Thank you. I understand now.

But there's another problem that make me confused:

https://imgur.com/JlYk9fp
(I rotated the UV deliberately as I know there will be no problems when putting it straight and right. This is the demonstration of my problem)

The problem is: if my model contains two parts, and they are partly overlapping, the intersected edges are jagged after baking.

What's the problem behind and how to fix it, other than straightening the UV? Thank for helping a newbie :(

Since you're talking about a different issue can you attach your .spp file and I'll look at it.
I teach people how to use Substance Painter. :)



https://drive.google.com/file/d/1IrcyRY4jSyU8EUJs934LA1dHz_2dy9JH/view?usp=sharing
https://drive.google.com/file/d/1vxZpv5KlwwcgW5PHB0Wjf7AnVArYLwNl/view?usp=sharing

These are the .fbx files that I used.

And I'm following this link:

https://www.youtube.com/watch?v=qjREE42LLOk&list=PLmgT9Y_peL76tpeSxM3xNIbqzYpB8xTp1&index=2&t=3s

You're not setting up your meshes correctly. Just by loading in your mesh I can see two problems.

1. You need to set your low and ID to match by name because you have more than one mesh part.
2. Your UVs are rotated without reason.

When loading in your mesh I can see the error here with the dots and outline:



Your mesh naming isn't correct:



Change it to something like this:



Then when you bake you need to load in your id mesh file, bake by mesh name, and change the suffix as so:



Now your ID map bakes out correctly.



When I color fill:



If I poly fill you'll see problems still only because your edges are not straight:





Fix your UVs:



Now that edge is fine where it is straight:



However, like I said prior if you want a fill a section with a smooth edge that edge needs to be straight otherwise you can still get some issues:

I teach people how to use Substance Painter. :)