Week 5
- Nov 14, 2022
- 1 min read
This week I am refining my trim sheets further and I made a door.

I had many problems baking the high poly onto low poly.


The bake looked distorted when average normals in baking settings were left on, but when turned off, the bake looked perfectly fine at the cost of sharp edges.



I also tried another method recommended to me by William, that would make it so I do not need to boolean the details and just make the details float above the geometry. It worked better, but Substance Painter could not find the curvature and the edge wear was missing, therefore I did not use this option.

I also made a custom alpha:

This is the current version:

And here is how my scene in unreal currently looks like:



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