Strange Black spots on my mesh

Hi, I know that there are already some questions in regard of this problem, but I don’t understand answers and those cases are not very much alike mine. I just started modeling and made this cliff and textures in Substance Painter and I can’t understand why those black spots appear. Could you please help me?

Thanks!

Seems like their appear in tight spots

Are these black spots appearing in the same places that you placed the seams?
I used to have a very similar problem and it was fixed by increasing the number of bleeding while baking.
The option name may be different since I use Blender to model, in Blender its called MARGIN and then you choose how many pixels you want to bleed from your texture, usually between 8 and 16 is more than enough to fix it.

Here I made an example, the black circle represents the UVs of your mesh and the yellow represents its color. When you increase the bleeding, the color will expand through the UVs, making the seams even less noticeable.

I bet you can find a tutorial explaining this bleeding/margin feature better than me :slight_smile:

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Thank you so much for your answer!!! now that I know in what direction to work, I’ll try it out and reply if it will work out, thanks!!

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Hey! Seems like the problem was not caused by seams, I tried to chang UV map to this one to spot the difference, but in UE those black spots were still at the same location.

There is no problem in Substance as I can see

Also I don’t know if it’s important but those black spoots seem to disappear when moving away from the mesh

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Tried to change the material to random one in ue and seems like this problem is present with any material

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Hmm, perhaps the ambient occlusion is messing with your mesh. Try placing it in the world and disable the ambient occlusion to see if it makes any difference.
Also try to attach the rock fbx in your next answer, I would like to see if its different in my project

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wow you are right! How do i fix my occlusion then?


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It can be a done a multitude of ways, in the material editor and with a post process volume are just two.

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So it’s not a problem of textures from substance, right?

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I don’t have the editor in front of me to really say. I’d say from the pictures you’ve posted that AO is your issue, not a texture. AO is soft shadowing of corners.

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Nope its not a problem with your texture. Usually artifacts that appear and disappear with camera distance means that the problem comes from:
1: Your mesh, which sometimes can have wierd normals or bad geometry.
2: Lightning / PostProcess settings.
There are other factors but usually these are the ones that affect me THE most.
Go to your post proccess that is placed in your world and search for AMBIENT OCCLUSION and disable it or reduce it a bit, if that doesnt work, try going to Project Settings and search for Ambient Occlusion and try to disable it from there. I dont really reccomend disabling it but reducing it may help.
Also always place your meshes on the world instead of just checking them on the asset section, the lightning in that section is most of the times different from the one in your world.
Also I checked your model and theres no issue on the normals neither on the geometry, I imported the asset and for me it looks fine on my project, mostly because I have the Ambient Occlusion disabled for now.