To people using Substance Designer: Help with generators (without high-poly mesh)

I’ve asked different versions of this same question before, but I am still struggling to understand this issue. I’m trying to get generator masks working, however:

I am not working with high-poly meshes. I understand the issues with this - but I still want the hard edges of my geometry to be recognized as, well, hard edges that take wear.

Take the example I’ve posted. A simple low-poly mesh with a simple normal map I baked using an edge-smooth shader in modo. I generated the AO and curvature within Designer. Now, when I apply a metal edge wear generator, playing with all the sliders, this is the most I can get the edges to show wear (very little: hardly noticeable in Unreal Engine).

So, I’m looking for solutions. Basically, I just want the actual edges of my low-poly models to have a stronger effect on generators. Is there a better way to do this?

It’s a design decision - I don’t especially like the look of models that have a bunch of faked bump. I like the stylized feel of simple geometry - but would still like to create interesting materials that will highlight the edges of the low-poly model. Is there a solution?

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I often run into the opposite problem - my mask generator edges show up too much / too thick. I’d love to get wear as fine and subtle as this on really large, complex models… :smiley:

At what resolution are you baking your maps? You could try baking at a much lower resolution and then up-res the result before feeding your mask generator. You could also try baking your curvature map in Modo (there are tutorials around - you use two occlusion layers) which would give you more control over the thickness.

I don’t believe your issue has anything to do with the normal map baking process, but with how thin / fine the details are in your curvature map.

Hope that helps

Thanks, Scribbler! I’m going to test those suggestions tonight.