Hear ye, and behold yet another 3D pipeline issue!
As you can see, the high-res mesh I am baking has non-detailed spots where the corresponding UV islands are stacked, so that in theory Xnormal will render the details from the high-res to both parts of the low-poly (All in the name of saving UV space). This clearly works to some degree, as you can see between the different texture map comparisons for the same UV islands. The issue seems to be that XNormal doesn't know how to decide what parts of the high-res mesh to render for the stacked UVs on certain texture maps.
Some texture maps render fine (the curvature), some ALMOST fine (the normals + AO), and the cavity map is missing entire chunks.
Any ideas on how to remedy this issue? When I baked the normal map in 3DS Max it picked up and assigned the details properly...
Bit of a tricky one I think...
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I did however figure out a simple fix. For the bake only, I deleted the faces of the low-poly + cage that I didn't want to pull details from the high-res. So straight forward in retrospect.
Oh, I understand, that's even easier then. Thanks a lot!