So I have my HP and LP meshes. I currently have the area in question on the LP not conforming to the HP (the bolt). I was hoping this would be ok, it's not like I need it to be sticking out a lot in the bake as this is just a small part of a larger object. The bake is pixelated, might just be the small texture map I have for it (512). Anyway, what's the best practice here? Option A or B any better?
A = make cuts in existing mesh to conform to the bolt
B = Make a new mesh that conforms to bolt and intersect it into the existing mesh
solution A could be good but then I would need multiple versions of the LP. One that is for baking (extra polys for better conforming) then an optimized mesh afterwards with the bake. Just seems a bit too complicated?
solution B I worry that I'm going to have to bake the piece and bolts on their own, so 2 bakes. Again making things more complicated.
Replies
If the object is too big or the player gets close then I would model it like your picture A.
Also, never change your low poly after the bake...that breaks the normals. So your 'solution A' isn't an option.
If you go with option b, just do an exploded bake.