This looks like what happens when I chose the wrong high poly or when the low poly and high poly just don't match well...have you tried using ray calculator and all of that?
I'm guessing you mean that the meshes aren't lined up/sized properly? If thats what you're suggesting I don't think that's the case because it is baking to areas outside of my specified UV islands, which suggests to me that it is either misreading the UVs in the file or using some set that I can't locate or verify even exists.
It's also adding padding around the UV shells, if this were an issue of poorly matched meshes, the padding would still be in the right location.
This problem seems to be specific to FBX. Baking to OBJ works fine. I'm not sure if this is some sort of bug or a result of my own incompetence...
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Edit: I've also tried just remaking the mesh (since is just a box... No luck...
I'm completely lost here. The uvs display fine, even inside of xnormals previewer. They just don't bake right...
I'm guessing you mean that the meshes aren't lined up/sized properly? If thats what you're suggesting I don't think that's the case because it is baking to areas outside of my specified UV islands, which suggests to me that it is either misreading the UVs in the file or using some set that I can't locate or verify even exists.
It's also adding padding around the UV shells, if this were an issue of poorly matched meshes, the padding would still be in the right location.
This problem seems to be specific to FBX. Baking to OBJ works fine. I'm not sure if this is some sort of bug or a result of my own incompetence...