Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That might free up enough VRAM to finish the process.
You can also try baking one map at a time, to avoid having the other maps in VRAM during the bake.
Disabling iray helped a little bit, but it only worked when I tried to bake a model with half the polycount (luckily we use one-sided UV's in this case so we just sliced it in half).
Trying to bake the full high poly model constantly crashes Substance Painter.
I've also noticed in previous versions that models with a really high polycount also would cause SP not to bake maps properly. They would look completely deformed on the low poly model.
Substance Painter seems to have a problem when it comes to baking maps from models with a polycount higher than 50 million.
You simply don't have enough to be able to bake from a 50M poly mesh.