From what I know about normal maps and baking 64 padding is the normal amount used. Im running into issues with details bleeding over onto other uvs. The only fix I can think of is to really space out the uvs but that seems illogical as it would have to be drastic to avoid this bleeding. If I use 4-8 I dont get this bleed over but I was told this 4-8 is onlg enough for 2 mip maps. Im assuming this bleeding is because my texture sheet is comprised of baked meshes and non baked meshes. So the baked uvs have nothing to pad against. Any idea on a work around? Based on the wiki I can use 4-8 padding especially cause im using udk. I can post the normal map if necessary
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Another solution would be to bake without padding and then at the padding to everything after the maps are combined with the xnormal padding filter.
Or just bake everything at once, why are you baking multiple maps in the first place?
There is no magic ratio of spacing to padding, this isn't really how it works. The problem is not a particular amount of spacing or a specific amount of padding, the problem is that you have uv elements that are not represented in the bake, so the padding algorithm has no knowledge of that and can't account for it. Generally, you can just crank padding to a crazy high number and you won't get overlaps if all your uvs are represented in your bake mesh. Normally this won't cause problems because the padding will stop when it hits something, but the thing you want it to hit isn't there.
How much spacing between islands depends on your texture resolution more than anything.
16 linear pixels at 4K mips to:
8 pixels at 2K
4 pixels at 1K
2 pixels at 512
1 pixels at 256
0.5 pixels at 128
Those are probably reasonable numbers.