I don't always bake normal maps, but when I do... This happens.
Jokes aside. After tweaking the mesh and vertex normals to get the bake better I'm left with this strange issue. Cannot really figure out what's going on. Any ideas? Thanks.
Seems to be related to how close the lp is to the hp surface. Could this be something with some spots are covered by outside ray and other areas by inside? Tried transforming the LP to be a bit smaller and thereby increase the gap between the lp/hp. Removed these spots on some areas but not all. Can't make sense of it yet.
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Tried transforming the LP to be a bit smaller and thereby increase the gap between the lp/hp. Removed these spots on some areas but not all. Can't make sense of it yet.