I tried to separate the meshes, seting up the cage, and breaks the UV's, but with no results. there are to many errors. How to bake something like this?
Is this just for a generic tree? Or will this be a object the player can interact with? For generic trees I would recommend you using tilable textures and no unique normals. It saves texture space and you dont need to create new normals for every tree.
Seams could be hidden by some placed stones or grass bushes .
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I don't know about baking with material ID. I need to check this.
From what I can see, these errors should be solved by a tighter cage. Check different values, it can vary based on your model's scale.
Seams could be hidden by some placed stones or grass bushes .
@Popol this was baked in xnormal.
@Wiki yes, I could use tileable's. That's great idea.
Gheromo I tried that way, but xnormal has some problems, and it's same results, as baking one mesh.